Get relevant anim time remaining not working with random sequence player

OK, I know there has already been a topic discussing this issue, and it has been marked as Resolved:

However, this issue was merely worked around using another method; it hasn’t been truly resolved.
Initially, like the post mentioned, I used Blend Poses by Int to randomly play among three attack animations, adding an AnimNotify at a specific frame in each to trigger attack commands. This seemed to work fine until I noticed that my character was taking triple damage. This is the result of Blend Poses by Int, which blends everything, including the AnimNotifies from each animation.

There’s a simple way to handle this issue: just add the AnimNotify to only one of the animation sequences and leave the others without it. This way, the AnimNotify will only trigger once. However, this method only works when the trigger timings for each animation are relatively close to each other.

So, I tried switching to Random Sequence Player, but the result of Get Relevant Anim Time Remaining is always 1. I couldn’t transition to other states after a random animation finished playing.
When encountering this kind of issue, you might need to create multiple animation states to randomly switch between them. This works, but it’s quite dumb.

If Get Relevant Anim Time Remaining could fetch the remaining time of the currently playing random animation, everything would become much easier. This should be the intended use of Random Sequence Player; otherwise, it’s only good for randomly playing animations without meaningful functionality.