First lets define what an animation lock is, or at least what I think it is
Animation Lock - the lost of control or limited of control character upon a certain animation caused from executing a certain action.
Such as;
Animation lock is during the moment a spell is casted or weaponskill is executed, the player is unable to move or cancel the action.
Animation lock for basic and auto attacks is negligible or non-existent.
I honestly thought animation lock was part of the design. It only seemed to make sense not to be running away while your character is in mid-attack animation from a weaponskill. They did take away animation lock for drawing and sheathing your weapon though, so that only reinforced the idea that it was their intent to leave it in.
Additionally, if it was part of their design, then they should have given the player more choices to pick from short animation locks to long animation locks. Almost all of the animation locks now pretty much leads to the players death if chosen at the wrong time.
"Oops, didn't mean to cast a spell now" -> death
"Oops, didn't mean to do that long flashy weaponskill now" -> death
Take for example where some animation locks were part of the gameplay for more action oriented games;
-Souls/Dark Souls where you can't run away when swinging a giant maul.
-Or almost any fighting game where you can't run away when executing a combo or special attack.
These types of games offer a huge range of short and long animation locks. Additional some fighting games even allow you to cancel your action mid-way as a feint.
If it was truly not part of their design, then moving during mid-action should cancel, or nullify all damage the weaponskill, magic spell, or whatever the action would have done. However, it didn't seem like they wanted to have movement as an action interrupt as you could clearly see how they've applied odd work-arounds to cancel spell casting.