Well, the Vanilla game uses something along the way of "SetRestrained" and "tai" (Toggle Actor AI) to freeze the actual statue actors. Then there's a membrane shader making them look like stone or marble or whatever. But this is only really necessary when you need some sort of interactivity from your statues, like the player statue in Bruma which will have your appearance and wear your current clothing etc. when constructed.
For real statues without any need to be interactive I'd personally go a different route. The scripted statue approach also comes with some not-so-nice bugs, so a more clean approach is better in my eyes.
I for one would import the actor and its skeleton into Blender, pose the thing like I want (or already import the pose animation I desire along with it), then select every part of the actor and "apply" the armature parent deform. Then you can delete the armature and will be left with a static mesh in a pre-defined pose. You can tweak the textures, even reshape something when you think it needs it (might come in handy to smoothen the features some so it's not that life-like, or reduce the vertex count with some NifTools scripts), add some collision where appropriate (or use existing bounding boxes from other NIFs in NifSkope after export), and eviola, your statue.