If this mode wasn’t thought of already, which I’m 100% sure at least one person has, LTB is essentially DLTK but with guard damage turned down to 0. The result, if someone is insane enough to devote hundreds of hours just to get good luck in this chaotic kind of speedrun, is a run with a mosh pit of guards that will boost you in any direction at every single opportunity they get, and trying to kill at least one guard would end up taking more time than it’s worth (unless you use explosions) because of the high health, the low effect of removing one booster out of a whole group of them, and you’d be thrown around too much to keep your focus on each target. So basically, you’re stuck with those guards until you manage to get away from them or reach the end.
I understand why this sounds like a horrible idea for a speedrun category since about 75-95% of it is dependent on boost luck and getting the best ratio possible (these ratios being unusually high numbers like [21:47]), which sounds like it would take much more time to grind for perfect records than doing so for the normal category. On the other hand, the runner is struggling for control against these boosts as they try to complete objectives and maneuver through the level to reach the end, which is no easy task if the runner doesn’t know how to manipulate guards effectively or work around the insane amount of boosts they’re getting, so there is still a level of skill involved.
Probably wouldn’t be worth running or keeping track of, I’m assuming. Sounds like it would make levels designed with killing guards as a requirement (Train, Control, Cradle) a living hell to get through.