So the solution is to soft despawn pooled enemies by turning off critical components rather than the whole object and modifying the pool logic. That leaves the timeline to continue running when the enemy is dead. Not a fan.
I think I found the cause of the incorrect rigid body values I've been seeing in There Are 200 after enemies die and respawn; basically disabling the game object causes Chronos to stop lerping rigid body values post time slow.
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Unfortunately that just murders performance by having a huge number of pooled unused objects still being updated every frame. Going to need to think about this some more...
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