Several users have reported stutters when this happens. It's potentially
from the error report overhead. We now know that this is a BASS level
issue anyway, so having this logging is not helpful.
We are already manually calling `base.UpdateSubTree` when we need to.
Changing this flag is doing nothing and just adds to the complexity of
the implementation.
The parent clock will not unpause until WaitingForFrames becomes false,
so I've moved the set of that before we start to propagate its values
across. Doesn't fix any visible issue but should make propagation one
game loop faster.