Conditions / Branching in Anim Graph?

If I use the blend-by-bool nodes (or int), that’s the only way to “branch”, right?

I just hope, all the unneeded poses/paths are not being computed all the time, so performance doesn’t suffer.

I am asking, because I wondered why there aren’t any flow-control nodes in the anim graph section.
Specifically, I want to be able to activate/deactivate certain blends dynamically. When it comes to aiming, I want to have a state where the animation is 100% locomotion (no aiming) and one where the upper body is using aim-animation and the rest still locomotion.
And on top of that I want to know that aiming poses are not being computed when deactivated, meaning I sincerely hope that if I set a blend weight of 0 or use a blend-by-bool(->false), the entire “animation path/flow” up to that point (0 or false) will not be computed for the frame.

I mean, if I set up a giant anim graph that allows for 20 different types of blending (including IK), I only ever want the currently needed parts to be generated and blended.