Does the scene with the animation have no way to reference the player? If you can get a reference to the player, then what you can do is pass the AnimationPlayer to the player and then have it automatically check and disable input based on whether the animation is playing.
For example, your player script could have something like this:
# a reference to the cutscene animation player
# null = no cut scene animation
var cutscene_animation_player = null
# If this boolean is true, then skip processing input/movement/etc
var player_in_control = true
# Call this function on the player when starting a cutscene
func set_cutscene_animation(cutscene_animation_player_node):
cutscene_animation_player = cutscene_animation_player_node
player_in_control = false
func _process(delta);
if (player_in_control == false);
# do we have a cutscene animation?
if (cutscene_animation_player != null):
# is the cutscene animation done playing?
if (cutscene_animation_player.is_playing() == false):
player_in_control = true
cutscene_animation_player = null
else:
pass # player controlling code here!
Then when you trigger the cutscene, you just need to call set_cutscene_animation
and pass the AnimationPlayer that you want to play.