I've been trying it while playing with the debug setting and I got this on the stuck part
System.Number.ParseSingle (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Single.Parse (System.String s) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
GameManager.HandleSound (System.String[] instructions) (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.ProcessTreeNode () (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.GoToNextNode (System.Int32 option) (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.HandleAnimation (System.String[] instructAnim) (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.ProcessTreeNode () (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.GoToNextNode (System.Int32 option) (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.<Start>b__43_0 () (at <38435638b8044f87bbe6c683c2ff2e43>:0)
AnimationQueue.Next () (at <38435638b8044f87bbe6c683c2ff2e43>:0)
GameManager.AnimatableFinish (IAnimatable animObj) (at <38435638b8044f87bbe6c683c2ff2e43>:0)
UITPanel.OnTransitionEnd (UnityEngine.UIElements.TransitionEndEvent evt) (at <38435638b8044f87bbe6c683c2ff2e43>:0)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventDispatchUtilities.DefaultDispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventBase.Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.StylePropertyAnimationSystem+Values`1[T].ProcessEventQueue () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.StylePropertyAnimationSystem+Values`1[T].Update (System.Int64 currentTimeMs) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.StylePropertyAnimationSystem.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.VisualElementAnimationSystem.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.Panel.UpdateAnimations () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.BaseRuntimePanel.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.RuntimePanel.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.UIElementsRuntimeUtility.UpdatePanels () (at <c382f019af6e402fa7df0b2357e98c15>:0)
UnityEngine.UIElements.UIElementsRuntimeUtilityNative.UpdatePanels () (at <c382f019af6e402fa7df0b2357e98c15>:0)
<br>Transition finished - player-button,hover<br>UIT Panel:Player Panel - Animation finished, during wrong state<br>Transition finished - player-button,hover<br>UIT Panel:Player Panel - Animation finished, during wrong state</details>