hebertag Clipping cannot be reversed. Moreover, if the assumption is that the rectangle is only a part of a skeleton, for example, left or right arm, then using clipping with such a body part is not recommended for performance. If you plan to export the animation in a video format, the number of clippings used should not be a problem, but if you plan to animate the skeleton using a Spine runtime, the number of clipping attachments should be limited to one or two. See the Performance section of the Clipping Attachments page in the User's Guide for more information on performance issues: https://esotericsoftware.com/spine-clipping#Performance
I honestly don't know what all of the requirements of what must be achieved for you, and I'm not sure why you should just clipping the outside with clipping. If the coordinates of the rectangle's vertices only need to match in the two meshes, then the position of the bone should be in the center of the rectangle and the vertices should match after rotation. However, this will cause a break between the two meshes in the middle of the rotation. If you don't want this to happen, you may be able to prepare separate images for rotation up to 90 degrees and for rotation after that. For example, the following image:
The left one simply places the bone in the middle so that the vertices can be matched. The middle one is one where the vertices can be matched by preparing a third attachment and rotating it while using scale. The right one simply aligns all the colors in the image of the one in the middle.
I have attached the Spine project here for your reference, but unfortunately, the rig is not very simple and it is not easy to handle: