hmm I tend to make my own subclass using SFML's sprite class as the base but unless you have to don't bother. In any event aside from putting in a request on the github for a position parameter to be added the only real way around it is to do this number of creating a subclass.
class MyGameSprite : public sf::Sprite
{
public:
Ship(sf::Vector2f);
}
This is my only excuse for creating a subclass of something in a library like SFML. If I need to add one or more of the set methods into the constructor as parameters. :)
Also a plan B would be to make the area around (0,0) out to the largest sprite size an area nothing important can happen in like collisions and other things that might happen a bit too fast.