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I'm not sure if it's a bug in the base game or just unexpected a badly named function, but when you use setStress(), you are actually setting the stress to the sum of the given stress value and the character's current stressFromCigarettes. So if the character has 0.5 stressFromCigarettes and you try to setStress to a value 0.1 lower than the current stress, you end up increasing it by 0.4 instead.
So you just need to change
stats:setStress(stats:getStress() - SandboxVars.TrueMusicMoodImprovement_stressMod)
to
stats:setStress(stats:getStress() - stats:getStressFromCigarettes() - SandboxVars.TrueMusicMoodImprovement_stressMod)