So, bledner and godot keeps puttin traps in my path..
Wanted to create simple slime character.. simple.. Turned out spent a week chasing bugs.. And im not into jelly-fishin.
So i started as usual in blender. Made a simple low poly mesh with eyes

Added few bones and i didnt forget to add Root bone and then parent every other bone to it so that i can use root motion in godot.

Why is the root bone not pointing up? Well i took an inspiration from my human rig where the root bone was like that as well. Since it worked there, why change it, right?

Anyways, spent time making animations.
Then made simple character in godot. Animations worked and looked fine, and the root motion thingie was set.
But then in game it was messed up.. the mesh was going up while the collision was going the correct way.
Ok, i saids, i might messed up or something, after all, im no expert here, not even educated in these things..
So i re-rigged the slime with new armature and 1 bone.. clearly i cant mess this up.. can i?
So it kinda worked, this time i made the bone point up in blender and it was kinda working..
But you cant animate much dynamics with 1 bone..
So i made a new armature with more bones

An now all is well. Finally can animate this thing and move on.
TLDR
Godot is buggy still.. since 4.5 with root motion bone rotation.
The root bone has to be straight up otherwise it will mess up root motion direction when you apply the rotations to your char velocity as per:
var is_root_motion = true
func move_root(delta:float) -> void:
if is_root_motion:
velocity = (get_quaternion() * animation_player.get_root_motion_position() / delta) * speed
set_quaternion(get_quaternion() * animation_player.get_root_motion_rotation())
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if follow_target and target != null:
animation_player.play("Walk")
move_root(delta)
Next i want to explore the real NPC thingie with baked navigation maps and other goodies, to follow the player when aggro. And ofc make it jump to overcome obstacles. Not sure how to do that.
And i need to remodel the slime.. triangle faces are not good for deformation.. need quads to make animation look better and not as rough.