I didn't see any responses yet so I'll take a stab at it.
I made a quick video to demonstrate using pin-to and a hitbox concept.
I used overlap and did not make the hitbox invisible for the demonstration.
There's a few other choices you can make to meet your needs. There are a couple of ways you can set the pin. I chose to do it based on an object and it's image point. You can modify that within your sprite to create a second image point such as your sprite's feet and refer to that. It will be messy because you have to set up that second image point for each frame and where the feet are in each frame compared to previous. This is common with weapon animation. But I don't want to get off topic.
I am using a hitbox myself to engage and disengage an enemy.
I show you my simple code and while I have not restricted any type of sprite I am searching for an enemy overlap with the player. You may be able to do that with the ball sprite and the feet and a different event for other similar needs. For example, I would do this for other objects such as NPCs, or clickable objects where a block behavior may be too restrictive for me. Anyhow, I don't want to get off topic.
https://youtu.be/XGJi1oAOA7I
So if I understand correctly, I create a hitbox around the player and if it overlaps with the wall, I do "stop direction"? (in my case 8 directions) right?