I actually just did this today as a test, so I can say yes it does work. You need to bring in a meshed object to get UVs though, and then transfer the UVs to your point cloud with an attribute promote node followed by an attribute transfer node. This is roughly what my network looks like:

And the results are what you'd expect:

1.) The incoming alembic is a regular mesh out of Brekel
2.) The Add node is used to strip away the primitives and leave you with a point cloud
3.) The Attribute Promote node is to reclassify your UVs from vertexes to points (since you won't have any vertexes after stripping primitives)
4.) The Attribute from Map node just applies the texture to uv points as regular Cd values
You could also export both a mesh and a point cloud from Brekel and use two inputs instead of the Add node to strip primitives, but I don't think that would be much faster.