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(The Valve tutorials are however still pretty damn solid).
Because the constraints still exist, even if they're turned down, this affects the parenting of those bones, so I'm not at all surprised that you'll get weird results like this.
I'd recommend either using a rig like this (which includes partial FK support):
https://steamcommunity.com/sharedfiles/filedetails/?id=661850284
... or coding a rig that has full FK arms:
https://developer.valvesoftware.com/wiki/SFM/Making_custom_rigs
You can't really toggle a rig between one and the other in the way that video suggests without getting some issues.
When I first removed the original rig, however, all the animations in the arms were removed and the arms stopped moving completely. So in order to remove the rig without losing a month of work, I selected all the arm bones, selected all the time in the clip, and copied the animation in the motion editor. Then, I removed the rig and pasted the animation back on the arms afterward. The animation seems to have been restored.
So if anyone else reading this finds that they can't remove rigs without losing animations in unconstrained bones, just copy the animation, remove the rig, and then paste the animation back.