The main reason is SVG is difficult to render in game engines. Most game engines are designed to render raster graphics efficiently (eg from PNGs).
The images are separate from the Spine skeletal and animation data. One approach is to load an atlas with a resolution that is most similar to the user's display device resolution. That is a very easy way to provide higher quality graphics. It doesn't have all the advantages of SVG, notably the ability to scale/zoom large amounts without pixelation and the small file size. The next step could be to create the raster graphics from SVG. This provides the small file size, but doesn't prevent pixelation at high scale/zoom.