Active ragdoll
A ragdoll whose joints are driven by motors toward an animated pose, so the character stays physically simulated yet can still stand, walk and recover from a shove.
A classic ragdoll goes fully limp — physics takes over and the body crumples. Active ragdolls add motorised joint constraints that constantly try to match a target animation, blending physical reaction with authored motion. Push the character and the physics absorbs the hit; let go and the motors pull it back to the pose.
This is how games like Gang Beasts and Human: Fall Flat get their wobbly comedy, and how more serious titles do believable stumbles and hit reactions. The tuning is notoriously fiddly: too much motor torque and it is stiff and ignores physics, too little and it collapses. It leans on the same joint solver and skeleton as inverse kinematics.