Follow me for a second 
an arm resting down on a table, with both the elbow, and wrist on the table. Now I want to lock the elbow. So I start sliding the elbow lock slider, and what happens, the elbow stretches out to meet the PV control. Ok, lets try this again.
Arm down on the table. Letâs try adjusting the PV control before the locking. So I translate the PV control to where the elbow should lock and stay in place, But I canât. because the PV is controlling where the elbow is. a sort of cycle, right? Even If I could get it very close. when blending, there will still be a shift, and itâs certainly not a good workflow for animators.
Ok last try, Letâs not blend when the elbow is already on the table, but as the arm is coming down to rest on the table. So I place the PV control on the table where I want the elbow to lock to. great, the arm is pointed right at it. Now I have to blend the locking of the elbow, with the elbow stretching to meet the PV, alongside animating the wrist control setting down on the table, and make it look not broken. Arg!
This is another one of those things that looks good in the viewport, but is damn near useless when animating. Locking to a PV control is just messy IMO, and a pain in the ass for animators. Iâve never really understood the lock to PV control thing, am I missing something 
By using a separate (bendy?) setup (like nuternativ mentioned). Itâs much easier to setup, way more functional, and you have a knee or elbow control that follows the IK/FK, but releases itâs relationship when locking is turned on, and your left with a locked elbow EXACTLY where you locked it off. no drifting, stretching, or popping. Plus, whether itâs locked or not, you have an awesome elbow control to animate with.