I know this isn't something new, but there isn't much information on it, so I decided to play around with it.
When waterwheels are built on natural rivers, they generate power even over 7/7 water. They generate power even if the river is dammed and isn't actually flowing. This is not a special property of natural rivers, it works equally well for completely artificial dwarf-made rivers. Provided that the water ultimately disappears from the map - either into an aquifer, or off the edge of the map - then waterwheels will function even on long stretches of 7/7 water, even if the water flow is dammed.
I did some science to try and figure out the nature of "energetic water". I drained a ZPE reactor and re-filled it, and the waterwheels started spinning again. So it's a persistent property which remains even if the water is drained and evaporates away. I also set up an area of energetic water, made a new body of water next to it, and joined them. Waterwheels in the new section remained motionless, indicating the property is not contagious (unlike saltiness and stagnation). Opening the floodgate to the map edge didn't necessarily cause sections of the connected water to become energetic, so it's also not "flood-filled" from the water sinks. However, sometimes the new sections of still water would become energetic water, even without any actual movement of the nearby water (due to the water sink being far away). I also tested making an ultra-compact water-conserving ZPER (i.e. one which could be powered by a murky pond), I channeled out a row of 4 tiles perpendicular to the map edge, carved a fortification into the map edge, and built a floodgate - so it went VOID:Fortificiation:Floodgate:Floor:Floor:Floor. I then used a pond zone to fill the channel, and once it was full, opened the floodgate, allowing the water to flow off the map. I closed the floodgate and re-filled it using the pond zone. A waterwheel built on top produced power, so there doesn't need to be pressurized water involved, it seems the effect happens any time water disappears from the map.
Furthermore I tested making a Stacked ZPER, that is when the waterwheels are built on top of each other, with the bottom layers fully immersed in the water. I did get this to work, but I had to make the water flow over the first z-layer, channel it out, flow over the next z-layer, channel it out, and so on down. Once I'd done this, the stacked waterwheels worked fine. A ridiculous project because the energy density of a ZPER is already absurd - but it's nice to know you can make vertical reactors if you want to.
In any case. If all you want is a reactor with no moving water to harm framerate, then it's easy. Just have a water chamber connected to the map edge, or to an aquifer sink. At the outlet, build a hatch or floodgate linked to a lever to shut off the flow. Fill the chamber, and once water is disappearing off the map, shut the outlet. The chamber will fill up with 7/7 water and any waterwheels on top will remain outputting maximum power.