In 3D Slicer we color polydata using point and cell data and using RGBA textures and it all works well.
Coloring of a quad using textures (and changing the RGBA lookup table to add/remove transparency):
Coloring of a triangle mesh using point data (and changing the RGBA lookup table to add/remove transparency):
If an actor is not fully opaque then it is rendered using a slightly different path, but the parts where you set 1.0 opacity it should still be fully opaque. If this is not what you see on your system then maybe you are not using it right (e.g., have not enabled depth peeling) or it may be a bug in your graphics driver (it is not uncommon to have issues with transparency on Intel Graphics) or in VTK.