Godot SkeletonIK3D ignores Blender bone rotation constraints

Godot Version

4.3

Question

In Blender I have built a very simple example of a robot arm and added bones to it. I have locked the rotation on some of the bones on Blender:

When I now import the files into Godot as gltf and add a SkeletionIK3D to test the skeleton with a target node it does not seem to care about the limitations I put on the bone rotations, see video below:

In the end I want to have a base that rotates around Godot’s Y axis alone and the arms basically just move forward and backward to reach their destination.

What am I missing here?

Link to the project: Dropbox

Max