Non zero props
Is there any simple way to zero a prop the doesn't exist at 0,0,0 when it is "zeroed"? Lots of assets have the props in place but their position is 0,0,0. Kitbashing them becomes a bit annoying.
Prefer solutions entirely within Daz over "load it into...." solutions.
And I know how to attach the prop to a null or group and fake zero it. Also not the solution I'd like.

Comments
To get something at world center, you can create a primitive plane and align that object to the center of the plane on the X and Z axis and to the bottom of that plane on the Y axis if you prefer to keep the aligned prop over the ground.
Then, if you want to save it, you can export the prop as OBJ, import it back, apply the material and save it if it's not rigged (if it's rigged, maybe updating the geometry could work but I don't remember doing it).
I would avoid saving over the original version because doing so will likely break something and you will likely end with the prop loaded improperly when used with the rest of the product.
Rotating will be trickier, if it is off-axis as well as off-centre - but you could get close by rotating a primitive to match the prop, then aplying the opposite rotation to the prop. You cpi;d also, if it has orthogonal edges, use Measure Metrics to get a precise angle.
Free way: You can easily make it by using Window > Panes > Align plugin. You just need a Prop at world center beforehand ~~
Alternatively, there's a script called Center It in this product: https://www.daz3d.com/code-66-toolbox--volume-3 which works even faster and supports multi-selected Props ~~ Add it to Toolbar to have the job done just with One-click.
As for already "rotated but zeroed" Props, if you want to have a better orientation, I'm afraid you have to do it manually. I usually rotate them by referring to the grids in Viewport. You also can make more precise result by adopting Richard's way ~~
Most of these are exactly what I didn't want. I want th X, Y, and Z Translate parameters of the prop to read "0" simultaneously with the prop being at "0,0,0". I have toolbox v3. "Center it" saves a few clicks compared to putting the object in a group or null and the flipping parents to get the object "home". But that doesn't fix the translation values. I know how to move an object to home. That doesn't fix the object. I don't want a "this scene" fix. I want an "all scenes in the future forever and ever fix."
The brute ignorance & force way is to put the prop at world 0,0,0, save the obj, re-import, copy materials from the original to the new prop and then save as a scene asset. As I said, Brute Ignorance & Force, and long winded in a one-off occasion, but it will force the prop into the zero position and zero it for you.
Regards,
Richard
If you don't want to export/import you can also just parent them to a null once they are zeroed and use that for positioning.
I do it completely differently. No need to export or import or copy and paste materials or parent to another object or null.
(I hope I documented all my steps correctly. Richard, do you see any flaw to this procedure? It seems to work well for my usage. Of course if you don't have Mesh Grabber, it wouldn't work. I don't know anything about the Premier version, but I would expect it to work.)
It's a fairly neat way barb !
You were making a change in terms of vertex positions by using MG while leaving XYZ values intact. Brilliant !
I misunderstood what OP wanted (the 2nd part of "always zeroed"... though I still don't think there's literal benefit from keeping solid zeroed Transforms for personal use ~~ )... then you enlightened me.
Well, if one has no Mesh Grabber / Premier's Geo-Sculptor, one can : 1) After Centering the Prop by using Align or Center It script, export it to OBJ, Ctrl + E; 2) Update Base Geometry... ! (Vertex postions or Full); 3) Modify rigging values.
So many ways to achieve the desired result!
If you don't have Premier or the old Mesh Grabber, Barbult's elegant way won't work, unfortunately.
Regards,
Richard (Not RichardH)
Would barbult's Mesh Grabber route not also work with a dForm, using a weight map instead of the field to keep it even across the mesh?
barb's Mesh Grabber route would also work with D-Former(s) as long as the Prop was literally dragged to the world center (0,0,0)... then select D-Former Base + Field, Restore Selected Items Pose...