The previous solutions would work well if the player's movements could be set (Grid Position movement / a more advanced form of tween where you can adjust any acceleration or deceleration parameter and etc).
The movement is based on the simulation of the character's animation, ie the player's object stands still, and the movement is simulated by the animation where at the end of the animation the player is instantly teleported to where it should be if it moves without simulation (this is a solution if to use the instant change of Grid Position), at first sight this solution is a good solution but there is a problem of transition of the animations in case the player receives damage and must be stopped from moving. Respectively, a better solution would be the movement of the player as a whole, especially since there are other moments when it is necessary to move the character as a whole. The idea is that I try to make it possible that when the character, for example, moves over 2 cells and receives damage, he can be stopped on the cell where he is at the moment. At the same time I try to acquire a form of movement other than the linear one, I understand that the nonlinear movement can be simulated by the animation of the character but wuth this somehow we lack a total control. On the other hand behavior Tween does not seem to work properly in combination with Grind Movement).
As I said End Value (PlayerX + 2 * cellsize) is not working if the player has the tile movement enabled. Respectively in this case would be a solution that when I would like to use Tween is to make Grid Movement disabled? Would that affect stability? Or would it cause the bags to appear (of course I will use movements with distances equal to x * cellsize)?
I hope I explained a little bit of understanding.