As an example, which can apply to other situations:
I have a character. It is rigged, it has shape keys, it has materials assigned to various polygons, there are drivers attached to all of the above in various ways.
I wish to copy the mesh. When I hit paste, i want only the mesh to be the result. Not also the rig, the materials, the drivers, the shape keys, etc etc and freaking etc.
It wouldn’t be too difficult to write a script that removes all drivers, animation data, vertex data, and shapekeys… but the exporters already do that with the right settings, so why reinvent the wheel? Actually, your best bet would be OBJ, that will strip pretty much everything except the actual mesh.
Note that this will remove modifiers as well- I really do mean everything, all you’ll have left is vertices/edges/faces
Use any simple mesh (for example the “default cube” ) and select the wanted mesh data.
Nothing else will be “linked” and make it single user…
Duplicate the object, remove modifiers, unparent, convert to mesh the mesh which if recall this removes shape keys and applies modifiers almost instantly (if that’s not wanted then remove selected modifiers manually) and any drivers on the shape keys would go away, but I don’t think the properties or transform panel drivers if any.
Yeah, the OBJ loop ended up being the cleanest route i think. Has those various checkboxes to “only this , not that” which helped quickly knock out some unwanted particulars.