@[gelöscht]
The heart of the problem is that when it updates the animations, it needs to match the events defined in Spine.
Just based on the AnimationClip events, the runtime has no way of determining if the events came from the skeleton data or from you, the user manually adding them in Unity. So it does no checking of that sort. It just rebuilds the list of events based on the skeleton data.
We could make importing and updating events optional, so it never imports and therefore never overwrites or destroys Unity animation events. All your events would have to be created in Unity.
You probably have to be extra careful never to rename your animations, because it would also have no way of knowing if a new animation name was a new animation or a renamed old animation.