This is a tricky topic. First I would differentiate between renderer and 3d engine. For me, a renderer abstracts the underlying graphics API, deals with state management/optimizations, provides a shader and effect system and implements the actual rendering algorithms (shadows, lighting, effects, etc.). The 3d engine is responsible for the scene management, including visibility management (culling). The core domain of Horde is clearly rendering but we also have a basic 3d engine (scene graph and culling) although we don't provide a full world/level representation as this can be very game type dependent. Horde also provides a low level animation system with blending and skinning but animation is certainly not the focus.
I would put animation of properties (including visibility) rather into the domain of a timeline system (as DarkAngel mentions) which would be used for cutscenes or scripted events. This system is a lot closer to game code than a rendering engine. However, I know that this clear separation of subsystems is pretty much Western AAA tech thinking and that for a "smaller" production/project you probably don't have the resources and motivation to create a fully featured timeline editor and similar. But of course the latter is the target group for Horde, so it is quite a challenge to find out where to draw the line between supported features and other systems' responsibilities
My opinion is that Horde should mainly focus on its core domain (rendering) and provide basic 3d engine and animation support as we do already to make it useful for a wide range of projects. However, everything else besides rendering should be orthogonal, that is easy to replace by another subsystem (e.g. using Havok for animation) or easily extensible in functionality.