The editor does not play animations like you do at runtime. The editor just needs to clear any state and apply one animation. At runtime you have tracks, multiple animations are mixed together, etc. It's inherently more complex, not much we can do about that.
You can actually see your problem in the editor. Drag the timeline to a position past the end of your animation and you'll see your mesh disappears. That matters because of the way you queue your animations: 1) the first animation is non-looping and 2) the second animation is not done mixing in by the time the first animation reaches its last key. When your mesh gets hidden during the mix, the second animation can no longer mix from the first animation, so it mixes from the setup pose.