The problem with these kinds of interfaces is often that the user can click on a multitude of buttons simultaneously. For instance, I can trigger the animation of both the scale and the spoons at the same time if I am fast enough. See:
This allows the user to access multiple ‘paths’ in your interface-flow (or data-flow). This is something you want to avoid at all costs, as it can create very unexpected behaviour within your interface (i.e. buttons not working etc). In your case it can trigger multiple animations, which then trigger multiple mouse-events (the reverse-animation for instance).
A second issue with your setup was that the overlay-animations also act as buttons. This is not faulty by default but it can cause a problem with the click-events. Make sure you take a look at the Actions within the inspector. It’s best to set all non-click items to ‘Don’t allow text selection’ and ‘Ignore all pointer events’. This way you won’t have overlaying visuals (or animations) blocking your buttons.
All in all your current setup was a ‘bit messy’. Please, don’t take this as an insult, because it’s not meant to be an insult. I’m just addressing the complications that can occur when overlaying buttons with other buttons: strange behaviour will happen and it’s often very hard to exactly debug.
I hope that clears things up a bit