A simple example.
There is one sprite - it will be used in each of the skins.
There is a skeleton with 1 bone and 1 slot (skin placeholder).
There are 2 skins - skin 1 and skin 2.
We switch to skin1 and drag the sprite into the skin placeholder. We set the rotation, for example 15 degrees (it doesn't matter absolute, local, parent).
We switch to skin 2 and drag the sprite into the skin placeholder.
Set the rotation, for example 0 degrees.
We can see that the sprites are rotated at different angles.
We switch to skin1 and add a mesh to the sprite and generate vertices.
We switch to skin2 and add a mesh to the sprite, generate vertices.
After generating the meshes, for both sprites their rotation angle in the editor is the same. Why?
Without meshes (for example, if we delete them), we see the correct values in the editor. After generating the meshes, we see values that mislead us. For example, the rotation angle of both sprites is 15 degrees, when the second sprite has a rotation angle of 0.