LookAtModifier3D - bones "flopping" around during player movement

Godot Version

4.5

Question

I’ve been messing around a bit with the LookAtModifier3D node and have found it to work really well, although with one minor issue.
When the player is looking at a set target and running away from said target. due to the running animation moving the upper body of the skeleton, the LookAtModifier3D (which is always searching for the shortest/most accurate (?) path to the target) it ends up “flopping” around (see video).

I’ve tried extending the angle limitations to create more room for the skeleton to rotate but I couldnt get it to work

Is there a way to create a deadzone or some sort of stronger tolerance before it changes angles drastically