The allocations in SkeletonGraphic.Awake() are normal as it has to load all bones and timelines once.
Unfortunately, when having the GameObject disabled, Unity will not call Awake() until it is enabled - which is not what you want most of the time. So a workaround around this behaviour could either be to start with the GameObject enabled and disable it immediately in a Start() call. Another workaround would be to disable the SkeletonGraphic component (and other components), as this does indeed call Awake() as opposed to a disabled GameObject. We are sorry that this is a bit clumsy, I don't really understand why Unity has come up with this design decision.