Root motion
Driving a character's actual movement from the animation's root bone rather than from code, so the feet land where the animator intended and don't skate.
The opposite of "in-place" animation plus a scripted velocity. Each frame the root bone's translation becomes the character's displacement, so an attack lunge or a climb moves exactly as in the captured motion — invaluable for mocap, where the footfalls are already baked in.
The price is less direct control: a player who lets go of the stick mid-lunge still finishes the lunge, and blending between clips with different root speeds takes care. The alternative, code-driven speed, gives more responsive control but feet that ice-skate across the ground.