We've used non-linear workflows in the past which require some hoops but there are mulitple ways to get around this. As gmask noted, texturing first animating second is probably easiest but not always most efficient and can then create a mindset that you are locked into the texture and uv mapping that you created.
deleting Non-Deformer History while in the bind pose should work to get rid of some or all of your uvmapping history.
you can also do what joojaa suggested and detach the skin but Keep History in the options and then rebind later with the weights still there...I've had problems with this in the past, but that had more to do with rigging than texturing.
Finally, the old school method is to make a duplicate with input connections, hide it on a layer, detach skin with delete history on the original while in the bind pose, reattach skin to exact same bones as before, select mesh from hidden layer and copy skin weights back onto original. delete everything in hidden layer.