It turns out that taking a superhuman player and making it play like a weak human is surprisingly tricky. It's not so hard to make a weak player - you just take suboptimal moves instead of the best moves. But often these suboptimal moves are bizarre. A weak human chess player will lose their pieces as they fall prey to forks and skewers and so on - tricks that are hard to see coming for new player. But they will rarely actively throw a piece away by moving it into danger. Even a novice human is pretty decent at looking one move ahead. But to a chess engine, or an MuZero agent, a move that loses the queen immediately and a move that leads to a sequence that loses the queen in five turns are basically equal. And so an artificially-weak MuZero agent, or an artificially-weak Stockfish agent will tend to make 'mistakes' that not even a weak human would make. This makes them a little difficult to learn from.
There does exist research on how to make a human-like weak player: https://arxiv.org/abs/2006.01855
The basic idea is to look at weak human games and try to predict when a mistake will be made. But I don't know if there's any approach that can do that without access to a corpus of human errors.