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In the project, both AnimationPlayer and AnimationTree are set to active and seem to override the skelton pose you set programmatically. Disabling or removing them allows the code to set and retain the pose.
There is also a chance this issue is a partly duplicate of #77548, which affected many skeleton update behaviors. This was fixed in the linked PR linked to that issue, so the current behavior you are seeing is probably the correct one although it is different from the old one.
Godot version
Godot v4.1.2
System information
Godot v4.1.2.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 770 (Intel Corporation; 31.0.101.4575) - 13th Gen Intel(R) Core(TM) i5-13600K (20 Threads)
Issue description
The function SetBonePoseRotation of Skeleton3D was working on the version 4.0.3 but it stopped working on 4.1.2.
Steps to reproduce
Minimal reproduction project
BugReportSetBonePoseRotation.zip
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