Control rig mechanical logic -- Hiding actor tracks from sequencer

So I have a custom control rig that I am making, and it has mechanical aspects to it. I have a control point’s rotation that affects another ones so i tied the two together via quaternion math. The problem is that it also has a manual aspect to its rotation. I solved this by creating a toggle to go between the passive mechanical manipulation and the manual manipulation. Now I want to hide the passive control so that it cannot be keyed as that breaks the functionality in level sequencer.

My question: is there a way to either set the control rig to have that passive control locked by default? Ideally i would like to hide the passive control entirely so it can never be keyed. Alternatively, is there a better option than a control that I can use to still get rotational data for a bone to do the math and manipulate other bones with?

Example of the passive toggle, the lever is affecting the rotation of the hammer.

CleanShot 2025-11-03 at 10.11.17

and when toggling the manual control I can control the hammer through separate logic so that it doesnt break the passive controls.

CleanShot 2025-11-03 at 10.12.46

From what I understand the sequencer itself will take over control of the control node if its ever keyframed. This breaks the real time calculations when animating.