Why does the Animation Track control the track bindings position,

I have been playing around with the unity time line and time line asset
i see great potential in using the time line assets as reusable blendable behaviors.

what im having trouble understanding is why the animation track override every movement set on the binded object? i just want to play an animation clip i want to have control over the movement. i want to control the movement via a custom playable so i can accumulate the position changes.

i have been fiddling with the idea of writing my own custom animation playable but the implementation of the animation tracks override tracks is not clear to me.

so what i am asking is if there is any way to use the animation track without using its annoying position overriding feature. and if not how would i come to create a custom one myself.

also i would welcome any example of using time line assets separately from the time line itself. currently i am assuming i can setup and run time line assets using the playable graph independently from the playable director. is my assumption correct?
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The animation track will apply offsets to the animation clip root transform if there is an animation clip that writes to the root transform. The root motion flag on the animator will control whether to apply root motion - i.e. deltas are applied so loops will work as expected.

The initial position of the track is determined by the offset mode. In Transform offsets mode, the offset position determine the starting translation and rotation of the track. In Scene Offsets mode, the animation will start at the current offset/rotation. It sounds like you want to enable the scene offsets mode, and enable the root motion flag on the animator.

Alternatively, timeline does support OnAnimatorMove() to overrride root motion control, but it can be difficult to get an accurate preview using that.

As for creating & manipulating the playable graph, you should be able to useTimelinePlayable.Create(), but I would recommend passing in a gameObject with a playable director that holds the correct bindings for the timeline.