No.
And when it happens, it seemingly happens to every sound in the game for that session.
We don’t have a custom StarterCharacter, either. It’s just the default character with the default sounds scripts (of which none have PlayOnRemove set to true).
Edit: I think most, if not all, of the sounds are played locally for each client. As in we trigger the :Play() function in client scripts, and I believe the default humanoid sounds are already coded to play that way, too.