Generic Blueprint classes can no longer be reparent to the Anim Instance base class

In older versions of the engine, prior to 5.4, we were able to create generic Skeleton-agnostic abstract anim instance class in Blueprint, by first creating a basic Actor Blueprint class, opening it up, and in Class Settings, reparenting it to Anim Instance.

This was useful if a BP user wanted to add common logic to all their characters (just Event Graph stuff basically), regardless of their Skeleton, on top of the C++ class (whether Unreal’s base Anim Instance class, or a custom child of that).

It no longer seems possible in 5.4.
I can work around it because I figured this was achievable via Template Anim Blueprints, to which Skeleton-specific ABPs can derive from, which is actually a pretty cool feature cause you also get a base Anim Graph (which you can also build modularly using Linked Anim Graphs and Linked Anim Layers and Anim Layer Interfaces).

I was just wondering why the feature described above disappeared (or if it was still achievable in a different way).