Godot interpolates the rotation between two animations "the wrong way"

Godot Version

4.4.1

Question

I am working on a game where the player character is represented by a 3D model with different animations for each of the states: idle, jump, fall, attack1… This model is made with Blender and imported as a .blend file into the engine.

I am having a problem when enabling Xfade between two of the animations, where the rotation for one of the bones in the character rotates de other way around. By that I mean that the bone instead of choosing the shortest path between the rotation values, it takes the further route and spins the other way around.

At first I assumed this was an issue with my animations in Blender, so I tried re-animating that bone with quaternions and Euler angles, but I kept getting the same behaviour.

(Funny enough, when I switched to Euler Angles, a similar issue showed up in Blender, but even when I fixed that, Godot was still reproducing it. I assume the model is force-converted to Euler angles automatically when exported to the engine)

Is there a way to change how, Godot handles the rotations of animations from skeletons? How could I fix my issue?