Currently there isn't a way to share animations in Godot from Skeleton to Skeleton easily. I believe it is possible, but from what I remember reading about it, it's rather involved. In Godot 4.0 I believe there are plans to allow Skeleton retargetting, which should make this much easier, but unfortunately I do not think there is any similar solution for Godot 3.X.
The only way I can think of it right now in Godot to support different heights is to have a Skeleton with all the animations, and then scale it on the Y axis to make it shorter or taller. Then you could use something like the BoneAttachment nodes to have each MeshInstance follow a bone's position and rotation, but not it's scale. You'd need a custom BoneAttachment node though, as the built-in BoneAttachment node requires being a child of a Skeleton node to function.