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At present, if you turn off a Puppet's Procedural Animation tweaks, the Animation Strength outputs of any Puppet Interface gadget attached to that Puppet are disabled. But the information that those outputs would have provided - what the procedural animation would have been doing - is still useful, even for the case where the Puppet is 100% custom animated.
If we want those outputs to work for a custom animated Puppet, we have to turn on the Puppet's Procedural Animation tweaks, and that brings an unworkably complicated set of animation blending rules into play. For example, we have the rule "Procedural animation takes precedence unless custom animation moves Puppet part sufficiently far from its bind pose position" - that gives a "can't be done" if you want a Puppet part to be near its bind pose but the procedural animation doesn't.
The only other solution is to re-implement the logic of those Puppet Interface outputs with other logic gadgets - expensive in time and thermo.
Custom Puppet animation would be much easier if those outputs were always enabled.