So the soft IK and the segment scale properties are working as intended and what the team here uses. The best I can do is give you advice on an approach to change the module in a way that might better suit you, but it will be advice, not step-by-step instructions and will have issues because the point of the segment scale is to keep the FK control stretch operations on axis to their parent bones, respectively.
Basic IK in Unreal (which is what the Soft IK systems uses under the hood) uses the segment scale to determine the length of the bone to feed into the IK calculation. During the backwards solve, we’ll calculate it and reapply it to the channel. So you’ll need to calculate a new segment scale based on the distances for the upper and lower sections of the FK rig, and set the segment scale before calculating the soft IK. The problem is that they might be off-axis, and the lengths may be incorrect for the pose.
Most rigs use the approach we’ve taken to avoid iterative positioning of the IK bones to get the closest match if the initial lengths are wrong and off-axis, but usually lock the translation of those controls in order to have more distinct control of those things. We can’t lock those controls in Control Rig.