Client animation AdjustSpeed inflating recv

I am working on a custom movement system where the character’s walk animation speed interpolates between stances. I noticed, however, that the network recv for other players is nearly double that of normal. I deduced that this is caused by the walk AnimationTrack’s AdjustSpeed method replicating to the server (which then replicates to the other players). As the movement speed interpolates from 0->1 over a second, the animation track speed goes from 0 to 0.14564 to 0.643 etc to 1. All of these changes are replicated to other players.

Other players don’t really need to be informed of all these tiny changes in animation speed, is there any way to disable client animations and their changes from replicating to other players? It adds an excessive amount of network data that is just not important.