So, a little more experimenting and I found a solution that seems to work:
set the base idle animation (in my case sitting) to Additive Anim Type
None and change the type of the blend animation (e.g. breathing) to Local Space
and Base Pose Type
to Skeleton Reference
Now you can use the Apply Additive
node in the Animation Blueprint. Use the idle animation as the base and the breathing animation the additive input.