As an example, if I were to omit the VertexBuffer.Type.Color buffer from a mesh, then it is still possible to read the inColor vertex attribute value in the shader - it will simply be defaulted to (0, 0, 0, 1).
I guess, it does also say that “Note: It is not recommended that you use these. The performance characteristics of using fixed attribute data are unknown, and it is not a high-priority case that OpenGL driver developers optimize for. They might be faster than uniforms, or they might not.”, so probably better to work it out with uniforms anyway