When an ActionList is skipped, all Actions inside it are re-run instantly. I suspect that what is happening is that Unity's Animator system doesn't like changing a parameter's value twice in the same frame.
To get around that, you can use the ActionList: Check running Action to determine if the ActionList is currently being skipped - and if it is, bypass the first Character: Animate Action so that only the second one is run.
I'm afraid I can't recreate that - this is in the latest AC?
A similar issue was actually encountered when I was making the 3D tutorial. The solution I used there was to simply add another Character: Animate Action on the end of the ActionList with a Method of Play Custom, and forcing the animation I wanted to play directly. Give that a go instead.
This is in 1.54b (latest) Unfortunately that doesn't solve it. This is definitely a bug in AC.
In the image below, I set a break point(9). During the action, I hit the skip button during 7 (Engine: Wait.) As expected, while skipping, the breakpoint paused the game. However, AC seems to get stuck on 7: Engine: Wait. When I un-pause the game, the action is still stuck, and my bool is still not set to false.
The issue happens anytime you skip during an Engine: Wait after checking to see if we're skipping. In this example I'm running the actionlist with your 'Run' button after the game has started, If you run the action, it works as expected: 3 second pause, then he speaks. If you skip during the 3 seconds, it freezes on the Engine: Wait action forever.
Comments
To get around that, you can use the ActionList: Check running Action to determine if the ActionList is currently being skipped - and if it is, bypass the first Character: Animate Action so that only the second one is run.
A similar issue was actually encountered when I was making the 3D tutorial. The solution I used there was to simply add another Character: Animate Action on the end of the ActionList with a Method of Play Custom, and forcing the animation I wanted to play directly. Give that a go instead.