When I did this for myself during the challenge, I just added the following to my EnemyHealth class:
if (hitPoints <= Mathf.Epsilon)
{
GetComponent<Animator>().SetTrigger("death");
GetComponent<EnemyAi>().enabled = false; // this was my fix
}
This seemed like a straightforward way to get rid of extra animations and behaviors. Not sure if it will come back to bite me (zombie humor :D) but it’s worked so far.