If I remember correctly, the torso or upper torso still have collision turned on and this might be the reason why your character jumps during the animation, since it looks like the upper torso is rotated back and forth and might be pushing the entire character up.
Again I’m not sure if that’s the case, but it’s worth looking into it and try to turn collision off for the upper torso.
The collider has to be named “Torso” because Humanoids are bad and MoveTo only processes collisions for parts named Torso
“UpperTorso” works as well, but that would interfere with your actual UpperTorso. If using R15, use Torso; if using R6, use UpperTorso
Collider needs to be ~1 stud off the ground because HRP collider that shifts players up wedges/parts still only has a radius of 2.
If you can figure out how to dynamically switch out the HRP without killing the character or breaking anything with the Humanoid, you could alternatively add a second collider and set it as the HRP (still need “Torso” or no walking collisions), which may eliminate the need for it to be ~1 stud off the ground
Characters will not be able to walk up stairs since the collider gets stuck on the step above
If you use collision groups to prevent the collider and stairs from colliding, you should be fine. The HRP’s upward force will keep you colliding with the stairs
There may be some other edge cases, but it should be fine for the most part.