Risen Walk's idle animation has a higher priority than most idle animations. (I think so the idle has a chance to finish before starting the walk cycle, so the animations blend more smoothly.) When you complete/skip the Death of Chivalry cutscene, any animations running on the player are cleared, so if there's a looping animation or cutscene animation playing at that point in the cutscene when you skipped it, the animation doesn't persist when you teleport out of the cutscene instance. (Some of the cutscene animations are long and elaborate, and some loop indefinitely.)
Back when I developed Death of Chivalry, there was an engine bug wherein passing a null animation caused the player to briefly T-pose before they started playing their ready animation. (I think due to more resources being streamed on demand at the time, leading to an issue where your current idle animation might not be cached at the time it needed to run.)
(Might've also had something to do with how these types of animator-constructed cutscenes were entirely client-side at the time and ran at the client clock speed. This feature was later removed when HTML5 was retired and all the animation editor cutscenes built in modules that ran on the client had to be hastily batch-processed into roughly equivalent server script - which is why various cutscenes from that era are a bit glitchy because their animation delays are now having to conform to a 0.6 second tick rate when the cutscenes were originally built around the client's more precise 30 frames/second animation tick rate when timing all the camera splines and long-form animations.)
Anyway, so to get around the issue with nulling a scripted animation, I instead got your base animation set's idle animation and passed that animation to the player animation command, so the transition back to a ready pose was a bit smoother.
Because the Risen Walk's idle animation has a higher priority than its walk animation, though, this meant the player was stuck in place and clicking to move wouldn't override the idle animation.
So I fixed the reported bug by passing through null to the player animation command now that works as expected.