As a Roblox developer, it is currently not possible to use the standard projection used by Materials on a mesh which already has UVs, resulting in stretching of textures when a mesh is deformed. This can be addressed by allowing for developers to disable the use of a given mesh’s provided UVs, resulting in it falling back to the default behavior for meshes without included UV data.
Likewise, this could be done for Vertex Color, which is a similar type of supplementary data - allowing for developers to more effectively understand the behavior of textures on their assets alongside providing a solution that enables consistent visuals for skinned environmental meshes, such as deformable snow/mud/sand or water.