There are many ways to represent 3D data, but animations really only work properly with polygon meshes (e.g. triangle surface meshes or volumetric tetrahedral meshes).
You pretty much just need a representation that can be constructed reasonably and interpolated.
But the mesh is itself an abstraction, you just need to build that bridge.
We've been leaning away from pure polygons for decades, anyway. Vertex skinning, SDFs, volumetrics, simulation, and a lot more.
The meshes in a From Software game are for exmple hilariously simple, most of the animation is force simulation to make the famous "frizzles" that they like.