How to setup humanoid animations with locked root motion

The option you are looking for is not “enable root motion”. It’s not wrongly named, it does exactly that, extract the root motion so it can be applied on the character. That leaves the root in place.
What you want I guess is “force root lock”, that locks the root as specified, but doesn’t exctract the rootmotion for gameplay use.
Visually these have a similar result in the animation editor, but that’s kind of deceiving.

And regarding the feet-wobble issue, it’s hard to say at it could come from a few different places. You could check the skeletons retargeting settings and if they are what you need for example, or maybe the compression settings, etc.

If that doesn’t work though and you want to force-lock the feet in place though you’d have to put in a bit of effort and create a setup for example in a post process animation blueprint, using some leg-IK nodes. But this can be highly dependent on your workflow and skeleton/mesh setup, so I can’t really be a lot more specific.
A bit more detail on post process animation blueprints can be found here: Animation Blueprints | Unreal Engine Documentation