Animation parameters are for some reason organized in pairs; setting or unsetting one to auto send, whether by script or in the inspector will do the same for another parameter further down the list. In gameplay, the inspector will show the status of the first four parameters in the animator. Not the first four you picked to auto send, just the first four in the animator. The parameters that get sent across the network appear to be a random/arbitrary assortment that has little or nothing...
NetworkAnimator is basically nonfunctional
NetworkAnimator is basically nonfunctional