Obviously there are a Scene hierarchy, but the problem is that the scene hierarchy was not meant for organizing GameObjects because parent GameObjects affect the transformation of their children.
For example what can one do to select all the decoration GameObjects? Some might be children of non-decoration GameObjects and buried very deep in the scene hierarchy while others might be root GameObjects.
One solution could be to add a Tag, but since Unity restrict you to only one tag per GameObject, that makes the usage of tags pointless as I have different overlapping categories.
Another solution would be to name objects but that is very error prone as a typing mistake will loose my GameObject. Also the team need to memorize possible tokens in the name which allow even more room for human errors.
Another solution would be to add an identifying Component, similar to how tags work in most other applications. But will there be a penalty in build time/runtime in a large project because of the additional Scripts (Components)?
Any other ideas how I can organize my Scene so that I can easily select a logical group of GameObjects from different unrelated parents in the editor Scene or Hierarchical view?