In all likely-hood it’s a blender driven issue even if you don’t see it happening in blender.
I have had to adjust BoneBreaker to exclude parts of the rig from the stretching before. The stretching was causing unwanted rotations of the spine.
In my case the issue was how Blender’s Rigify rig was handling things, but the rotations and odd stretching was caused by blender itself.
Rigify should since have addressed the issue on their end. The blender issue likely persists.
Also, It’s not the Last bone of the chain that is rotating, that would be your mesh Toes, not the Feet.
And Finger tips, not hands.
If your hands are also rotating the issue may be something else that blender is doing. Check to make sure that the animation of the stretching doesn’t change the Roll of the bone(s) as well.
That said, Make sure you are on the latest blender.
I’ll give it a try later today and if I find the issue to be (as I expect) blender, i’ll file yet another bug report on it.