For example, this is what my player object looks like:
it's really janky and I would not recommend it.
I added the animation controller to the Player object and animated just the 'Model' object. I have a similar set up for the NPCs and that allowed me to utilize the same animation across all the different NPCs. Nothing is rigged, there is no ragdoll, I'm just squash-and-stretching the base mesh.
When you're moving around it's just the combination of this idle animation (that actually always plays LOL) and the wacky physics makes it feel ragdoll-y despite nothing actually being ragdoll-like.
If you're curious, feel free to take a look at the repo https://github.com/ttanatb/BuildingRelationshipsV2 just take note that I excluded all the assets that I don't have permission to redistribute.
Also I just wanted to say thanks again, because I'm really glad at least someone is wanting to see more from this little experience I've made. I'm always a fan of sprinkling rhythm-based elements into the environment, but I doubt I'd be able to scope that in for this project, whoops. Regardless, thanks for leaving such a kind comment -- you've really made my day