So just as an example (because audio tracks play samples) are these drum sounds or what kind of sample sounds are you talking about? Triggering an audio track plays the sample, and the sample itself has a fixed length which you are either playing in it’s entirety or you set a start point and an end point in the trig menu, correct?
You can choke a sample by starting another sample (because there’s no polyphony) but you can’t stop a sample (mute it) once it’s playing without having the envelope be very short and expire or having it die out as it will do when you have a long sample on an audio track like I was mentioning before, it will slowly decay. It was always explained to me that this is just the behavior of long samples, but even with short samples unless you choke it, it plays the sample to completion as it’s the behavior of the sampler to do so.
But in that sense, you could hypothetically choke it with another silent sample even if it’s very very short, or like you’re doing you can turn the volume off, but turning it off doesn’t stop it from playing, it just makes it inaudible.
I think a good test would be to use a sequenced drum track, like a snare or a hi hat (as opposed to a drum loop) and try it the way you were originally. The samples should be shorter and muting would then kill it almost immediately. It doesn’t help what you wanted to do originally, but it just demonstrates the phenomena.