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If you are incredibly lucky, there is a possibility that an accomplished modder who has Nolvus installed might post some support for your topic. Otherwise, it is unlikely that anybody in these forums, on reddit, or anyplace else is going to spend the time parsing a gigantic modlist like Nolvus, which aside from correctly identifying all the animation mods would also almost certainly require a skilled modder to correctly regenerate the animation tool outputs for your amended modlist.
I guess you -could- try searching your mod list for everything with MCO or ADXP or SCAR in it's name including ADXP itself (Named something like Attack+MCO-DXP), that basically turns your third person combat into more modern third person combat, the other mods simply add animations or movesets as some call them to it, remove those and re-run nemesis after (it's located in Data/Nemesis_Engine if you don't have it pinend to your vortex/MO2). Basically you just run it, (pray to whoever you pray to that NOLVUS has clicked all the required patches for you, as you probably have no idea which patches you need), press update and launch after the update is done.
Another thing you could try if you're using vortex (Not sure if this feature exists in MO2, but I'm sure it does) is selecting the category 'animation' from one of the drop down menus in your mod list and go over that list, everything with the text OAR and DAR are probably fine so you can probably ignore those, now go down the list, right click on every mod individually and click open on nexus mods, now on the page check if MCO/ADXP is a requirement, you can skip mods with names that have obviously nothing to do with combat like walking, sprinting, skyclimb, etc. probably. Since you'd be removing MCOADXP that means you'd also need to remove every single mod that has it as a requirement. Oh and after all this you'd need to run Nemesis again and pray to the gods nothing breaks, as something will definitely break. There's also a chance there'd be some random patches installed as well, which now that you'd done all that would be missing their masters. Vortex/Loot should inform you of this though. Oh and if you did all this (Which I wouldn't), you'd need to start a new save as well (if the game still runs) as your save would probably be burnt lasagne at this point, although there's a chance it's still good as in theory you'd only be removing animation mods.
Seriously. I would suggest you just stick with the overly flashy combat if you're not too familiar with modding or start from scratch, build your own mod list and learn the basics while doing so. Modding backwards is much more of a pain than just modding, especially when you have no idea what mods are installed.
TL:DR, don't do it.
the issue is, the what's left of the mod/load/overwrite orders will probably be just an outline, once you start cutting holes in it, the benefit of using a known working modset, patches, and configs goes out with the trash, if it doesn't work as-is after the surgery, you're basically going to use LOOT to sort a multi-thousand mod setup without a single override at first, and the odds this will go well on your first, even fifth time, is probably very low, as the people who created that collection would probably tell you.
combat overhauls usually have obvious naming, as will their add-ons like moveset collections for various weapons, patches to integrate with the other ~2600 mods, so figuring out what you want to remove is going to be the easiest part of the whole thing.
lemme Occam's Razor this - did you even think to try to reconfigure via MCM or editing configs manually, to make the existing combat system "less overly flashy"? most are very configurable. it could be a hell of a lot easier and faster than what you have in mind, and you won't have to start fresh again, cause who knows how much is savebaked in something that complex.
Long answer;
The thing with collections is that you're supposed to take it as it is. Fortunately, it is possible to tweak it, but it is something that is not being advised as it may lead to a stability issue if you don't know what you're doing.
That Nolvus is a huge mod pack is clearly shown if you take time to go through the mod list as enlisted here: https://www.nolvus.net/modlist
See it as a huge tower of wooden blocks. Removing some blocks (like those that influences the combat mechanics) may lead to the tower collapsing, leading to several stability issues. Then it is really harder to troubleshoot it.
The author is nice enough to create a category for combat mods, category 7.4. If you expand it, you will find a long list of mods... some are even intertwined and coupled together by small patches. If you remove one aspect from it, how can you guarantee that the patch will work as it may be used for other (those that are still in the list) mods as well?
I suspect that your problem with t-posing is that you didn't regenerate your animations after removing mods and you may have animations with missing masters in the nemesis output file that came packaged with Nolvus. This is one of the things I mentioned and Kaelmato taiked about in more detail. If you aren't experienced at this, I don't recommend trying it but you would need to completely replace the Nolvus pre-packaged animation files which means you would need to re-run nemesis, including getting the priorities right in the nemesis engine.
At this point, I would suggest going to the Nolvus discord and seeing if anybody there is skilled enough to help you sort things out. The main reason none of the skilled people here can give you detailed advice is that somebody would need to have this thing installed and basically reverse-engineer what the nolvus creators did, and we don't really have any go-to nolvus experts in this forum.
Either build your own load order from scratch, and develop the modding skills, or use the modpack as it is.