Need help. How to commit that shoulder bone to body without rotation and displacement along inappropriate axes

I’m not good at riging. I’ve almost managed to do everything I wanted, but I can’t get the shoulder bone to stay in place. I made the arm using full body ik pin on input and since the shoulder is root, it is not subject to the limits that I need so much.

FBIK creates an IK chain to pull the hand, meaning that is going to also pull part of the shoulder/spine if needed.
I think that it would be better to avoid using inputs on FBIK node for left/right hand, and just use a standard BasicIK node for the left/right hand.
By doing so, the shoulder won’t rotate when you pull the IK handle and will stay in its place.

The whole thing is that the hand consists of several bones, each of which has only one axis of rotation. I haven’t figured out how to do this using several basic IKs yet.

You can have a single control driving all the fingers, which will be also used as the IK handle for the BasicIK node, then for each finger you can use a distribute rotation node to have the rotation on a single axis.
I think that the golem from Valley of the Ancient might use a similar setup.

I apologize for the incorrect explanation. I need to setup arm to limit certain axes of rotation, but driven by single solver to control. FBIK do it almost in pin to input mode that works similar as multi bone IK

I did a tutorial a bit ago on limiting the joints rotation, so in theory you could apply your IK solver and then set the local rotation to have a min/max value.
Control Rig joint rotation limit