Yes we are pretty much ok to make UI layout ( buttons, dropdowns .. ) in spine but we need a direct approach to design clickable area in the Spine. Yes you are right that a typical approach is to have rectangles as active ui events sensible area BUT that is exactly what limits us to make a unique and stunning UIs.
So we have two pains here:
1) to reconstruct the clickable area ( for now even just rects ) is simply a tedious process. which means making bone hooks, exposing them in unity. This does not cover when animator resizing the whole or the parts. When that happens then we need come back and forth asking them to animate also the "hooked" bone.
2) we are not able to make changes in shapes and make them still clickable. ( it is always rect that is ok when hooked bones is scaled, but does not cover shear, polygon, or sprite swapping cases )
My idea is to provide in spine similar approach to bounding boxes. We can call it UI polygon? Definitely we need similar to what you see in alpha raycaster. Precisely detect UI polygons in Unity but defined in Spine.
https://assetstore.unity.com/packages/tools/gui/alpha-raycaster-28601
I don't think to make the whole UI in spine is a good idea. There you are very limited or can be used in very limited cases.