Dead Reckoning object would only benefit from the 'object was stopped' action after the object has been moved out the obstacle it is within. Most default movements does that the moment you call the 'stop' action. With PMO object it is a little different as PMO: Test obstacle overlap is called many many times during it's own "move out of obstacle" routine.
Instead you could use the PMO state conditions:
+ PMO: Object is standing on ground
+ Only one action when event loops
---> Object was stopped
Not sure if that works but it would be worth a try.