The only issue with not having the all planets enabled mod is its compatibility patch being missing so whats better is to do the following
go to %AppData%\factorio\mods
unzip kry-all-planets-mods into its own folder(make sure the folder is just kry-all-planet-mods_version of the mod with no extra nesting)
open up info.json
find and delete "erm_toss" and "erm_zerg" and save the file
zip the folder up again(making sure its a zip file)
This is not ideal but it does let you turn off the mechanics of enemy race manager while still enjoying the few patches that are made.
You will have to do this every time the mod updates but given the all planets mod wasn't meant to be a balanced playthrough or a playthrough in general (although many of us have started to use it for that vs testing) its worth the work tbh to do it
This is what i did due to erm and some of my other mods that i run with(combat mechanics overhaul being 1 of them) leading to biters that just walk over your defenses when you start to get the more advanced behemoth biters(insane resistances being a big issue here) and the flying enemies on nauvis just means you get forced to play in a heavily fortified box that always needs repairing where water does not matter anymore as a barrier.