Ways to do unsynchronized item model (texture) animation for custom cooldown system?

With resource pack and without item modify all of the items a player owns that matches the data of? For context, I've been doing a custom block placement system that doesn't consume the block upon using, and the placement of this block has a visible cooldown. Now I'm trying to overhaul the cooldown part. What I've done so far is making the "block" a consumable item with a long consumption time and detect its right click and (if they're not in cooldown) ray casting to see if there is and where the correct place to place the block, and add a scoreboard to anti spamming. I've already completed the cooldown, both visual and functionality part by item modify all of the items a player owns that matches the data of the "block" every several tick and switch to the item model corresponding to their current cooldown scoreboard. The problem is, this method is not very performance friendly and have quite a few quirks, also I plan to do quite a few "block" type, so I imagine it'll only get worse if I expand it. So, is there any way to start an unsynchronized cooldown animation without the above method? Using the resource pack native animated texture resulted in uncontrollable animation start.

Continue to help post