FBX import has wrong Pivot position?

Imported some FBX files and noticed that the pivot point was in the incorrect position.
Tried importing it in 3dsmax to see if it was a source file issue, but 3dsmax imports it correctly.

How can I make it so that blender doesn’t change the pivot point on import?

Object imported into Blender probably takes 0 value for all XYZ axis (0,0,0) from the software that you export as FBX, while the object might not be located in 0,0,0 position in 3DMax. That may cause translocation at pivot point.

To maintain the original pivot, you can set object’s location to 0,0,0 in 3D max and re-export to FBX and see if it works correctly in Blender.