It tends to be. The only (popular) JS framework where it's a first class concept is with Svelte. There's a basic set of transitions and the framework handles the post-out-transition removal (which is annoying in a lot of frameworks) but there's also custom CSS animations where a JS-defined curve is rendered into CSS [1], semi-automated FLIP animations for non-transitioning nodes [2], and deferred transitions where the outro of one element is sync'd with the intro of another [3]. There's a few other things like springs and whatnot but I consider the package as a whole to be a significant advancement in the state of the art.
[1] https://svelte.dev/tutorial/custom-css-transitions [2] https://svelte.dev/tutorial/animate [3] https://svelte.dev/tutorial/deferred-transitions
The only other framework I know of that's tackled it in core is Inferno but I haven't read through their implementation in detail.
Interpolations of anything beyond basic properties such as size, orientation, opacity, color, stroke, and fill; vector shapes, particle systems, and generative textures come to mind.
There are intermediate possibilities. In theory you could "compile" the animation of a skeletal system with inverse kinematics to CSS, but I'm not aware of anyone going to the trouble.
In some cases you could get a good-enough result by animating from arbitrary (ie. user controlled) starting point to one or more fixed end-states (eg. Three "flick right" animations, one each for flick up and to the right, right, or down and to the right), but at that point you might as well just use an animation library.
The ones you don't notice are most often good - yet they are there. You'll notice degrading UX when they aren't. The ones you notice are quite likely bad, but that doesn't make the majority of aniation bad.
Anything, from a blinking cursor, to the highlight effect on your smartphone keyboard to the check-uncheck of a checkbox is animated. Subtle, but crucial.
So while it is technically an animation, I don't think it really requires any special GUI toolkit support to implement.
I'm not necessarily saying they don't matter, more that I'd like to find out how much they actually matter, vs how much people think they matter.
My two go-to examples:
- The shopping app I use has some kind of points system and some items give you "boost". I hate the concept and don't even care what it does because adding those items animates a bar filling up and take extra 4s while I'm trying to do this as quickly as possible. This is a terrible use of animations.
- Any app where you can rearrange a list needs an animation for when you hold an item and try to move it. Specifically, other entries shouldn't instantaneously jump around when you cross some threshold. There's lots of subtle ways to achieve this, but one of my favorites is greying out the old space and springing items up/down as you move the chosen one around. This animation is almost required, because the experience is jarring otherwise.