I should note that you don't even have to use EntityMover/EntityRotator if you want to follow paths (though an example of using them to do so is available in the PathFollowingDemo). They fundamentally just change the velocity of an entity. You can change the velocity of an entity directly through the entity's properties.
Their convenience comes from computing the necessary velocity to reach a goal position and providing tight control of both kinematic and dynamic entities through a common interface. None of it is magic, though; it's all fairly trivial operations that can be done externally. In other words, don't feel bound to the EntityMover/EntityRotator.
It sounds like the ghost object is completely unnecessary. I still can't quite tell what the end goal is, but it seems like the route you're on is overcomplicating things a bit
If you're trying to treat a bunch of separate entities as a single entity, consider just using a CompoundBody of the shapes instead- that's what it is made for.
If the stuff being moved isn't associated with entities or physical objects at all, it should be done outside of the physics engine entirely. Transforming some graphical models around is trivial and fast compared to jumping in and out of physics.