@m_adam
Thanks for the response.
RE: without enabling the Post Deformers option.
It seems like so. I initially thought I could reverse engineer it by getting the point's skin influence (its joint and its weight) and in a way factor it with the intended world vector. However, I gave up since I realize point can have several joints and several weight. Haha
Don't get me wrong, enabling the post deformer works as expected.
The problem comes because of its inherent nature
"calculate the points position of the morph after they are deformed by a Deformer."
It presupposes that the (near) last deformation comes from the pose morph.
For example, Squash/Stretch>Bulge>Bend>Twist>Pose Morph.
However, there are cases where the intended deformation is
Pose Morph>Squash/Stretch>Bulge>Bend>Twist.
So having the post deformer off while still getting the world position desired gives a bit of flexibility.
Anyhow, thanks again for the help.
I'll just use the post deformer for now and see where I get stuck.
Have a great day ahead!