Let us have a character - a person.
And there are 2 animations.
The first animation is waiting. The man stands still, his hands are down. Calm, smooth animation with slow movements.
The second animation is a quick rotation of the hand. A person rotates his hand vertically in a circle. In 1 second the hand makes a circle (the bone changes position-rotation by 360 degrees)
If you try to interrupt the animation (or watch them mix in the preview), you can see a bug.
When blending animations, when the hand is raised, it should drop down to its position in the waiting animation.
But the hand will not go down smoothly.
The hand will begin to twitch, up and down, moving a little up and then a little down, gradually lowering to a position in the waiting animation.
This bug occurs during fast animations. With slow ones, regardless of the position of the hand, there is no such bug.
It seems that spine takes the keys for the specified mixing time to calculate. But since the animation was fast and the hand moved 360 degrees, the keys were taken on both sides of the circle. And the spine does not understand where the hand rotation was and incorrectly calculates the mixing of animations.