So!
It turns out that Z-axis animation from an isometric perspective using 2D graphics is a deep, dark abyss of unknowable evil maths. Maths that were sealed away many millennia ago by the hands of 3D graphics. I tried searching for these heinous maths, I got so close that I could almost smell them, but they still eluded my nostrils.
Until I buckled down and upgraded to Godot 4 (from Godot 3), now Z-axis animation is dirt easy. It took a long time to get the engine upgraded, but the new sprite sorting features let me almost instantly resolve the issues I'd been having for months.
Now that the game compiles again, I'll (hopefully) be able to make more regular progress on development.
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Here's some of the new stuff in action:


