yes, that is a workaround.
the problem is, that if you use the sprite directly for dragging, it's only being dragged inside the collision mask. however, if the mask is not the whole sprite, for example used for a partial physics area, you need another object to link the whole area to the sprite. so an option, to not use the collision mask as drag area would be a nice feature.
but another thing i would really appreciate, is to have an action "Leave Drag" for a condition; not only the one to set in/active.