Also been experiencing this,
For anyone also encountering this, an okayish workaround to still having @editable meshes but them being hardcoded is putting this inside a Utils verse script and just updating it with custom meshes you want to use.
That way the behavior is similar to an @editable mesh
Meshes:=enum:
BaseMesh,Mesh2,Mesh3
(MyMesh:Meshes).ToMesh()<computes>:mesh=case(Meshes):
Meshes.BaseMesh=>MeshFolder.BaseMesh
Meshes.Mesh2=>MeshFolder.Mesh2
Meshes.Mesh3=>MeshFolder.Mesh3