AFAIK absolute world position returns data per-vertex when it is plugged in as part of an input for world position offset. I was also confused by this at first, given the tooltip description on the node. Depending on what you’re doing you can also use pre-skinned local position.
Additionally if you want to force portions of your graph to run per vertex then you can use the vertex interpolator node. Useful for optimization or using certain nodes that normally only work in the vertex shader.