Ideas
UPDATE, with a more precise description of the problem.
Another player who used Analog Sprint heavily in FC 26 has now described this independently, and his description is sharper than mine, so I want to correct my own report.
The sprint speed does still vary with trigger pressure. That part appears to be working.
What does not vary is the touch length. At any trigger pressure the ball is pushed ahead as if the trigger were fully held. So the player moves at a controlled pace while the ball travels a full sprint distance, and the carry becomes unusable: you end up chasing your own touch at a jog.
That should make this much easier to check than my original post suggested. Speed curve: working. Touch length as a function of trigger pressure: appears to be locked at maximum.
He also says this was not the case in the beta, where it behaved like FC 26. Separately, an esports coach who had published an Analog Sprint tutorial for FC 27 told me the released game is noticeably different from the beta. That points at a change between the beta build and the release build.
One more lead worth checking: a player on PS5 Pro reports that touch length does vary correctly for him. It may be worth verifying whether the behaviour differs between PS5 and PS5 Pro.
Could someone from the team look at the touch length calculation for partial trigger input while in possession of the ball?