I am a bit confused on what Autodesk expect users with character rigs setup in this manor to do. These issues makes work on previous characters and animated scene absolutely pointless. There is no work around, and it seems like there will not be a hotfix of any sort in the near future.....
So now I have a couple questions.
1. What is exactly the issue ? - I have done some testing and it seems that this issue started around the same time of implementing the Cache playback feature. Worked flawlessly in Maya 2017. Now, it will not apply the clipped keys to the blends. Additionally, If I bake the clip back to the scene, it works just fine. So the clips are holding the key data, but just are not applied correctly to the blends while in clip form.
2. What is a suggested work around for the moment ? - I have characters rigs and animated scenes built with the process of animating via the time editor for blendshapes. All scenes are useless without this feature. Where do I go from here ? Should I plan on working in 2017 till this is finally resolved ?
3. What are other studios to combat this issue ? - I assume that this issue has been brought up by many users / studios, large and small. It is a highly used function when planning out the pipeline processes for character animation. It seems like the needed dependability of this function would be cause for concern enough to address the issue asap with a hotfix.
Honestly, as an avid Maya user since Maya 2.0, I am very disappointed that 2019 was supposed to come with "enhanced animation features", and yet it was somehow overlooked that blendshape evaluation in the time editor doesnt work correctly.
I would hope that after all this time with knowledge of the issue, that there has been some work done on it, and some way to combat the problem at hand.