so make a static asset, have it basically have two states, inactive and activated.
When the player clicks on the door have it set the state to activate, the state change will fire the transform (to move the door) then fire the script to move the player to the next area.
Super simple would take about 3 minutes to setup. Once you got use to the state system, which isn't hard to do.
But in regards to animated assets, what's causing it to loop? is probably tied to, your class that is glommed not stopping the animation after it plays. So you are going to need to do more coding to stop the animation, based off how long it should run, etc.
OR just build it as a state system, like you probably should. Animated Assets in my opinion are more useful for things that need to be in a constant state of motion, or one that has other reasons to start and stop. Butterflies, eyes on the wall watching a play area, birds, etc typically start them up let them do their thing, till you need to stop them for some other reason, or event which manages to call the stop animation on them. You can do it with the door itself, but going to need to use the animation duration as the thing to fire the stop animation.
Hate to be a broken record but take the 20 minutes to learn the states system, cause your going to need to anyways, and it will make this task and so many others super easy for you, and takes a ton of coding out of the equation.