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You may have IK and FK mixed up in your post. When I try, I see that it records as FK--which is actually keyframing the bolt's rotation. So when I delete the joint, that keyframe isn't affecting that joint's rotation because it no longer exists.
We can actually turn FK into IK, by recording, then selecting the object, and click the "Convert to IK" button in the context menu. So that will now record the position of the child block itself, and not the joint rotation. Then you can delete the joint. And the keyframe will still put it where you put it--just as you want.
If I understood correctly?
You can also swap the other way--convert IK to FK, making it record the rotation of joints. This is good for things like positioning the hand with IK. Then turn it into FK, so the animation is smoother.