This is one of those unfortunate cases where what is supposed to be a feature actually ends up being a bug in a certain use case.
Most people who are using Level Sequences are using it to record videos. When recording videos, it’s important to make sure that tilesets have a chance to load fully for each frame before snapping the frame. So when Cesium for Unreal detects that it is running under the control of a Level Sequence, its Update method purposely waits for all data to load before continuing.
But it sounds like you’re not recording a video. So in your case, waiting for tiles to load just makes everything run really slowly.
We have an issue capturing this problem, and it also includes a workaround that you can use: