The first frame in the level sequencer:

This is the result after baking to animation sequence:

Any idea?
The first frame in the level sequencer:

This is the result after baking to animation sequence:

Any idea?
Found the problem

The root cause is ControlRig doesn’t control Manny mesh extra bones.
Changing preview to _Simple fixes the problem

BTW, I found the extra bones in Many mesh are super useful for some animation problems, i.e. the candy wrapper.
I didn’t understand the solution, can you describe more informatively?
For posterity.
Someone else explained that the issue stems from “extra” bones, IK or otherwise, affecting the mesh.
So, I’ve found a somewhat adequate workaround–retarget the animation(s) to a simple version of the skeleton (e.g. SKM_Manny_Simple), then retarget back to the original. This mostly clears the impact of the extra bones you’ve likely created for other features.