I think there are some gaps in your understanding of how animating an IK limb works.
When using IK it’s typical to animate control objects (usually a foot controller to determine where the foot is placed and a pole vector controller to determine where the knee is pointed).
As mentioned above you generally don’t key the joints when doing this.
The reason you don’t see the Z translation for the foot changing in the timeline is because its local translation never changes, it’s a child of the knee joint usually and doesn’t change its position relative to that (unless using a stretchy IK rig, but that’s a little different). When using an IK rig you are only effecting the rotation of the leg joints, not their position usually.
So my advice would be to only key the control objects for your rig, unless you are animating rotations of limbs in FK, generally though IK is easier to work with for legs unless your character spends a lot of time off the ground during the animation.
Another thing to consider with this is the hierarchy of the control objects. Most rigs have a ‘root’ mover control, sometimes called the layout node. This is the top most control in the hierarchy and has all of the other controllers as children of it. Generally this controler is used to place the character in your scene and then the other controls , body, legs etc are used to animate the character moving around from that point on. However - sometimes people animate walkcycles ‘in place’, ie treadmill style and then use the main mover to translate the character around to make the looped cycle move through space. This is common for game animation, not so much for feature animation. The problem with this though is that it’s easy to get caught by the fact that when you move the main mover all of the other controls move with it, even though their local coordinates don’t change (the values in the timeline are local so you won’t see them change for the feet when moving the root control). There are ways around it (making sure the keys for the feet are linear when they are planted) but generally it’s just better to not animate that root control unless you really want to reuse a cycled run or walk.
Hope that helps,
Cheers,
Brian