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Example, Right click the model, scroll down to import, then select sequence from the side box, it will open up a side panel where the animations for them are stored or should be, the move x slider will be on the right hand side a bit above generate root motion.
If there isn't a move X slider to make him walk from 0 speed to +/- 1.00 then I have no idea anything that moves usually has one in the assets, when I import this way the models default is 0.00 (stop still).
Some models have the movement prebuilt and you cannot adjust the speed manually some HL2 walks for example, but since your people are not moving at all, you should be able to adjust the models with the X yaw slider when you choose an anim from the left hand drop down box on the import and then the move X Yaw slider ( if applicable once the animation selected like a walk with rifle for example) will show on the right hand side of the same window..
Also make sure you have both folders materials (subfolder models) and models one of then should contain the animations, I will extract the CS:GO models shortly and see if I get the same issue also.
Edit
After going through the models only you need to scroll through the list and find walk_lower Or run_lower only, that is the only one they have an actual motions, it looks like the animations are using only parts of others more so the poses only rather than a full sequence, you would need to smack the makers of CS GO with a stick on that one as it looks like they done it totally different to other games or it's some right annoying bug.
Edit 2
Working animations
Various flinchings, reloading work fine since they seem to be first person anims only so no other motions other than a static model with moving arms below is a list I went through to find which ones have a X yaw (walk path or an action you can use for a sequence)
walk_lower, run_lower, jump_lower, leap_lower, idle_lower, Hop, crouch_walk_lower, crouch_idle_lower
You can use any of those to do a walk motion you would however need to manually pose the model for each weapon type, I am not versed with decompiling models and smashing them though other programs to fix how they are done sadly so that is all I can offer as a work around.