The property is the one set in your project on the bundle iteself: Geometry > Subdivision Surfaces > Advanced section, Subdivision Level Mode = Use Property, and then the Subdvision Level Property is the one telling which property is being used to control subdivision level.
As for "fixing malformed" assets, yes, we could try, but: First, it's a rabbit hole. Once we start fixing something, we end up trying to fix everything, people will start complaining about their own problem not being addressed, and we'd end up spending most of our time trying to fix broken assets instead of actually working on what's important.
Secondly, it would just hide the dirt under the rug: fixing assets would mean doing work under the hood every time the asset is loaded, so you'd end up with loading times worse than if the asset was correct in the first place, without you ever realizing or caring (who pays attention to warning unless there's a big performance issue..)
So for both of those reasons put together, nope, it wouldn't benefit Clarisse to try and tackle those things

Assets should be authored correctly in the first place.
That being said, this case is a bit special, it's not reason a case of a "broken" asset, it's more a case of how Clarisse works vs how USD does. The thing I mentioned in an earlier post (e.g. a tessellation level of 0 to disable tessellations, either for the whole bundle, or on a per-geometry basis, using properties) has been implemented, so it should be available in the next SP, and that should allow you to "fix" those assets.