TOGGLE SPRINT interaction (very possibly unintentional/bug)

Issue Description:
Sprint Toggle is inferior to holding down sprint; however, holding down sprint will just lead to unnecessary strain being put on your hands. I’m not sure this is intended or an oversight/bug. If it is intended, it absolutely should not be.

Steps to Reproduce:
Using TOGGLE SPRINT = OFF and currently sprinting, your sprint being canceled by any action will not cost you any time, because you can just hold down the sprint button and your character will resume sprinting AT THE EARLIEST POSSIBLE OPPORTUNITY.

Using TOGGLE SPRINT = ON and currently sprinting, there are many actions that will cancel your toggle.
You have to time your sprint button press perfectly to lose as little time to walking (not sprinting) as possible.
WIth TOGGLE SPRINT = ON there is no good reason for making the player have to perfectly time the sprint key press, should they want to continue sprinting after an interruption.
The behavior should be similar to the one of having the toggle sprint turned off, where you can just HOLD DOWN THE SPRINT KEY (for a short time) to toggle the sprint on again, but at the earliest possible opportunity.

This would make for much more fluid movement for the people who don’t want to hold down the sprint key for long durations, but they’ve learned what actions interrupt a sprint and with a (hopeful) fix to this issue, they would be able to hold down sprint for a very short duration, until the sprint toggle is turned back on and the character has resumed sprinting after an interruption.

Another solution to this would be to buffer the sprint toggle, much like left-clicks get buffered (you don’t have to perfectly time the left-clicks to perfectly chain your weapon combo).
Make it so players are able to learn when the sprint toggle gets turned off, and they’re allowed to just press the button once, toggle sprint back on and the character resumes sprinting at the earliest possible time again.

IMPORTANT EDIT (further clarification):
essentially I’m describing that this logic should be applied to the sprint toggle:
Is sprint currently toggled ON?
YES: pressing sprint will toggle sprint to off.
NO: holding down the sprint button will FORCE THE TOGGLE TO ON, until the player lets go of the sprint button.

Forcing the toggle to ON while holding down the sprint button will greatly reduce the frustrations of the character unintentionally getting stopped for a split-second by some uneven/unfortunate level geometry, while also allowing the player to let go of sprint when sprinting for longer distances and not expecting any sudden stops that occur especially when vaulting over things.

after checking the interactions of the sprint toggle again i’ve noticed that some actions (like swinging your melee weapon) allow for a sort of “buffering” of the sprint toggle, making your character sprint at the earliest possible opportunity (when the swing animation finishes), but this “buffering” does not function the same way after falling a certain distance, bonking int (most importantly) for the sprint-slide.

You have to perfectly time the press of your sprint button after a sprint-slide to resume sprinting. With the toggle option turned off this is not the case and makes for a MUCH smoother experience.
Many weapons’ charge-up animation (holding down left mouse) also allow for the sprint to start, which is easy to do if you could just hold down the sprint button (with TOGGLE=OFF in the options), but having to perfectly time it with the toggle option turned on. This just shouldn’t be the case and just feels wonky/clunky.

Clearly this is an oversight/not intended and I hope this gets fixed soon, as the clunkiness of the sprint toggle really kills some of the movement enjoyment.

Platform:
All

Reproduction Rate:
Constant