HIK rolls bones just never do what they are supposed to do. They do not react to the bone whose twist they are supposed to compensate and it is really easy to break the elbow, knee and roll bones rotations by editing feet/hands keys in FCurves (which is what you normally do a lot).
I also do not understand why elbows and knees rotate when you rotate hands and feet. That makes zero sense and I could not find any checkbox to stop that behavior (except "Realistic Arm solving that completely freezes roll bones as well).
For years, I have been setting up my own automatic twists through additional nulls and Relations outside the standard rig. But I am curious is there really no built-in solution that just works?