Missing animation frames on imported animation

Greetings!

I am currently running into a strange issue, in which an imported animation appears to move back to default at certain, seemingly random parts of an animation.

The skeletal mesh in question is this fish rack thing, which is supposed to be swaying a little bit in the wind. So the animation itself is quite subtle. But for whatever reason, Unreal Engine appears to revert some animation frames to a value of 0, for seemingly no reason. Maybe it’s a certain threshold that I can’t control, but it’s not making any sense, because the difference is very noticeable.

At first I thought it was the checkbox that is currently missing in Unreal Engine 5.5 called “preserve local transform”, but that didn’t do the trick. Looks the keys are just zeroed out. Why?