the speed doesn't matter so much when using the update position on each new frame walk system, just the movement.
here's a quick tip on how to get it so the movement looks more natural...
1. select a walk animation & click on the movement button (feet)
2. click on the onion tool, then click on the little square at the bottom of the second frame to display an onion version of it (semi-transparent).
3. left click on the movement number input box that appeared on the top right of preview viewport window after you turned on the movement system, & then use the left right arrow keys on your keyboard to increase/decrease & nudge the movement value (hold the ground contact feet of the 2 animations are almost overlapping each other, then nudge to overlap them more accurately).
4. move to the next frame using the next frame button on the toolbar. rinse & repeat step 3 & this step until the current frame is perfectly overlapping the next frame.
5. once you get to the last frame you should import in the first frame (just temporarily) then do steps 2 & 3 on that. Once it's aligned correctly, delete the frame you just tacked on & you should have a realistic-ish walk animation.
Quick note: you can adjust the global pause delay for the animation now in the editor, but feel free to use Lua script in-game to adjust the global delay to control regular walking speed & jogging/running speed with something along the lines of this...
game.CurrentCharacter.CharacterOutfits["default"].OutfitWalkAnimations[i].AnimationPause = 20
The screenshots below are the actions I have created in the double click option under mouse properties to tell the engine to have the playable character move faster on double click then revert back to normal speed when it stops moving.