Does Animator.SetLookAtPosition respect muscle limits its doens't appear to.

My humanoid avatar has lots of nice muscle limits that prevent the character head from spinning around like in the film the exorcist.

However, when I use the Animator.SetLookAtPosition(Vector3 lookAtPosition) function to get my humanoid to look at something. Their head will bend to all kinds of nasty neck breaking angles.

This kind of ruins the look of the game. Is there anyway to force these muscle limits ? Because its a useful function except when it does these extreme head twists.

Guess -
As far as I know IK overwrites animation data to point towards the target - so it’s seems like a good guess that it would also overwrite all muscle limits.

Here is something that might be useful.
Simple IK Solver

Looks to have angle range limits.