Hits queue stagger during swing animation
First let me clarify the terminology used here, because the term has confusingly been used in other ways: With "stagger" I'm referring to the short stagger that happens whenever someone takes a hit, which prevents them from doing anything during that animation. It happens with every physical hit, regardless of the amount of damage, and is not resistable. Some people have used the term "stagger" to refer to knockdowns instead, which are dependant on damage, are resistable with agility and cause received extra damage during the animation.
While staggers happen with every hit and cannot be resisted, in practice they can be "powered through" by being in another animation while taking the hit. This already works in OpenMW with the casting animation, but not with the weapon/swing animation, which will instead just queue the stagger to happen after the swing is completed. This should not happen, in case of a character being hit during a swing animation the stagger should not happen at all. Unless you are idling with a fully charged attack, in which case the stagger does happen, but you can still release the attack anytime regardless of the stagger.