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Using timer and syncing it with animation cycles is not best idea, it's
super easy to get out of sync. I switched to completion from:
func withAnimation<Result>(
_ animation: Animation? = .default,
completionCriteria: AnimationCompletionCriteria = .logicallyComplete,
_ body: () throws -> Result,
completion: @escaping () -> Void
) rethrows -> Result
rely on that for animation cycle.