(EDIT: tracked it down to an issue with this:
mesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
unskinnedVertices = mesh.GetVertexBuffer(0);
). On non-read/write meshes, this breaks the whole mesh rendering. Which kind of defeats the purpose of the feature, since that should allow you to access the buffers directly on the GPU, without needing them loaded on the CPU side. I will submit a bug)

