Hey Eagle, sorry for the late reply. I don't check forums often these days.
you can't change the behaviour of Checkpoint items (looped animation and the text). however, it's possible to set a check point without any output - that's by using the semi-transparent option from the item box, or a command. to display a decoration that will stop looping its animation, it's possible to change frame speed for entities (items, enemies and blocks) from 0 to 12. unfortunately this doesn't apply to custom sprites, only these entities, so we have to get creative.
create a custom enemy and check for everything that makes it interact with the player (disable all forms of damage that's given or taken). make it stationary (so speed=none in movement settings).
the idea is, this enemy has a graphic of an inactive checkpoint for default. place a semi-transparent checkpoint and a command block on top of it, ideally at head height. you might need to turn on Smart mode to force the placement. this is how the prompt would look like:
enemy [ID] sprite = [sprite ID] (change to the active checkpoint variant)
enemy [ID] animation = 1-12 (redundant, you might not need this)
delay [number of ms] (you have to time this yourself)
enemy [ID] animation = 0
you'll need to convert your checkpoint graphics so it works as a custom sprite. I believe I showed you how to do that before.
it's a bit of a hassle, I know. the good news is if you manage to do that, you're given a lot of flexibility and can make this part of the game very unique. hope this helps
