I guess this has something to do with ZBuffer, but only disabling it won't get me the result I want (because it will then draw the mesh to the back of everything).
So how to have an animated mesh scenenode drawn in front of everything, ignoring possible zbuffer culling?
No, ZWRITE means that you toggle whether the zbuffer is updated with the geometry you render. This is on by default, because this is the usual depth effect where things in front will be rendered over things in the back. If you toggle the ZBUFFER flag off it means that you don't care for the depth value, so the geometry will be always rendered. However, if something else is rendered later on, it would still be rendered over the other geometry. So you need to render the geometry on top last, after the drawAll() call. Either use a second scene manager, or render the object manually.
Also, I'd try to avoid rendering without zbuffer. Sometimes, triangles of the node you're drawing will be drawn over others they shouldn't be, because it's not checking depth. Clearing the zbuffer is, in my opinion, the most practical option.