Gotcha. I'm currently in Hawaii and have no access to my dev computer, but I'll look into it when I get back in a few weeks.
You could try using a vertex buffer or primitive in the meantime. If you look at the shadow caster objects and the one that is like "textured" or something. It is setup to use a path to define its polygon. It won't do a stretch or skew, but it should use a vertex buffer which would use the format you need and there should be enough info there to make a version like draw_sprite_pos.
Also, it is worth confirming that there is no vertex color used in draw_sprite_pos. Just make a blank project and draw with it while setting the global draw color or something. See if you can get it to actually do different image blends or something. If it actually does blend, then it is possible I just need to add something to get it working with the normal and material sprites.
I checked, there is no draw_sprite_pos_ext or anything... that seems like it should exist though. The extended version of most draw calls have image_blend, rotation, and alpha. When I add the feature I'll basically just be adding that exact function since I'd say its simply a missing feature of GM itself.