Just answering the explicit question. If he wants to get deeper into what he wants, then that can get answered too-- but the answer is probably, it’s possible, but it’s not worth doing. (For example, one issue is that if he has a lip shapekey, and he acquires the lipCorner shapekey position before it’s deformed by the head, then it’s maybe not where he really wants it, right? And can’t be solved with simple parenting, which operates prior to constraints. That problem is solvable. Irritating to solve, but solvable. But you have to see it before you can solve it, and when you see that problem, you learn something about rigging.)
For facial? Yes, that’s true. What you’re asking is not easy to do in Blender-- not worth doing, IMO. If your goal is to get fast deformation, use shapekeys. If your goal is to get highly tweakable deformation, use armatures. If you have different goals for different parts of your mesh-- like facials vs body-- use shapekeys and general bones, like a “smile” shapekey with only a head bone.
That’s the fast way. That’s the easy way. Anything else will not be fast or easy.
If you really want to combine facial bones + shapekeys, do the bulk of your work with bones. Your bones should not need to be modified by the shapekeys. Use shapekeys as minor correctives if you want. You can store the facial expressions as poses or as actions.
If you want something similar to Maya, where you have some post-shapekey, post-armature hooks you can work with, you might look into the use of warp modifiers. That was an answer that made the last Maya guy to whom I suggested it very happy. It does mean, potentially, creating a really long modifier stack, and it’s probably not as easy as Maya, but it’s a thousand times easier than trying to make your armature follow your shapekeys, and then use some armature bones to hook bits.