Three.js anim stopAllAction

Shows that stopAllAction needs reverse loop.

HTML

<!DOCTYPE html>
<html>
<head>
	<meta charset="utf-8">
	<title>THREE.js Anim stopAll() reverse loop</title>
	<style>
		body { margin: 0; }
		canvas {
			width: 100%;
			height: 100%;
		}
	</style>
	<script src="//cdn.rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
	<script src="//cdn.rawgit.com/mrdoob/three.js/dev/examples/js/loaders/GLTFLoader.js"></script>
</head>
<body>
</body>
</html>

JavaScript

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild(renderer.domElement);

camera.position.set(0, 1, -4);
camera.lookAt(0, 1, 0);

scene.add(new THREE.AmbientLight(0xFFFFFF));

const clock = new THREE.Clock();
let mixer = null, actionA = null, actionB = null;

const loader = new THREE.GLTFLoader();
loader.load("//cdn.rawgit.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb", (glTF) => {
	mixer = new THREE.AnimationMixer(glTF.scene);
	for ( const clip of glTF.animations ) {
		if ( clip.name == "Idle" ) {
			actionA = mixer.clipAction(clip);
		} else if ( clip.name == "Walk" ) {
			actionB = mixer.clipAction(clip);
		}
	}
	scene.add(glTF.scene);
	requestAnimationFrame(renderFrame);
	doActionStuff();
});

function renderFrame() {
	requestAnimationFrame(renderFrame);
	mixer.update(clock.getDelta());
	renderer.render(scene, camera);
}

function doActionStuff() {
			actionA.reset().play();
			actionB.reset().play();
			window.setTimeout(() => {
				stopAllAction();
        console.log("All actions should have stopped. But actionB (walking) is still active...");
			}, 2000);
      window.setTimeout(() => {
      	console.log("Stop manually and play again.");
				actionA.stop().play();
				actionB.stop().play();
      }, 4000);
			window.setTimeout(() => {
				stopAllActionReverse();
        console.log("All actions should have stopped now correctly.");
			}, 6000);
      window.setTimeout(() => {
      	// Rinse and repeat.
      	doActionStuff();
      }, 8000);
}

function stopAllAction() {
  const actions = mixer._actions,
        nActions = mixer._nActiveActions;
  for (let i = 0; i !== nActions; ++i) {
    actions[i].stop();
  }
}
function stopAllActionReverse() {
  const actions = mixer._actions,
       ...