That action you are talking about is Called Action Queue, The Action Queue Determines a Successful Usage of an Action Server Side, then sends the data back to the Client Whether or not the Action was Successful or not, it has no bearing on the Amount of Time an Animation is locked, I Don't Recommend using any tools that go against the ToS Neither am i telling anybody to use them. Nice Straw-man though.

The Server Side Action Queue does not determine Animation lock, That's why i am saying you are being misleading, I'm aware the game enforces action rates to prevent obvious cheating.

But The Action Queue System and Animation lock systems are entirely different things, the Effects message you are Mentioning is the Action Lock System. It prevents GCDs from being used faster then intended, It does so by Running a 500ms check every server tick (1000ms if not in a high end duty.) , there are abilities that do run this check when you are in animation lock, but is separate from animation lock. this check happens after a queued ability whether its GCD or oGCD. This is purely the Action Lock State that determines in 500ms whether or not an ability contacts or not. if the client fails to respond accurately in 500ms the GCD resets, which is why you get GCD resets in packet loss if the server fails to receive the Action Lock State after an action is successfully queued.

What you are Describing as i keep repeating is the ACTION LOCK, not animation lock. Hellfrog doesn't even really have animation lock, it doesn't and never has locked you in place.
Animation lock is clearly when you Cannot move, We are talking about Abilities like Assassinate (Server Side Lock if i remember correctly.) , Jump.

Action Lock is Different, Action Lock Prevents abilities from going off, Not Animations, if it only prevented animations then the abilities would still go off, That's why i am explaining to you why it sounds misleading.

You have Action Queue > Action/Ability Lock > Server Tick (Damage and Effects Resolve Anti Cheat Check)

The Action Queue and Ability Lock happen at the same time, the Ability Lock Check Occurs , then the server checks it with a Lockstep protocol Obviously this protocol prevents anyone with 500ms ping from avoiding the 500ms Action Lock check. I know these things from working with and on net-code.