Thank you for your new idea and inspiration.
I tested your V0.1 release and want to give you some feedback:
You use a animMap shader with 8 different textures.
The water is a little too "anxiously"/"hectic" in my personal opinion.
You can make it more "calm"/"natural" by increasing it to 16 textures (that is the max.),
which have only a slight difference compared to their previous position.
Also adjusting the animap frequence a little, so that it gets more "calm"/"smooth".
I am sorry for the maybe incorrect words I used. Its hard to express it in english.
I agree with you, that the existing water replacement shaders do move constantly in one direction, which is not the original condition of Quake water.
But there is light at the end of the tunnel:
Webangel found a "new" shader key word (developed 1 year ago)
dp_waterscroll <scale> <speed>
That does in principle exactly the same that your water shader does:
The water animates according to your key values but does not move.
She is still working on it, cause there are some issues to solve.
Thank you again Moon[Drunk] !