In Spine, when animating with the mesh system, all vertices for a mesh are keyed together using Free Form Deformation (FFD). This means that individual vertices cannot be animated separately without affecting the entire mesh. The current system is designed to manage complexity by not requiring a separate timeline for each vertex, which would be unmanageable. However, you can use weights to attach vertices to bones and animate the bones to manipulate the vertices. This allows for more control over the deformation of the mesh. While there are no current plans to change the way vertices are animated directly by dragging, the use of weights and bones provides a flexible alternative for animating meshes.