I am very sorry, I did actually misunderstand your initial question. That really was an error on my part.
Yes, it seems that this particular method is missing an important overload taking a simple long like glVertexAttribPointer() or glDrawElements() when the last argument should be interpreted as a buffer offset when a buffer object is bound to a particular buffer binding point.
To use this method with a bound buffer you would have to use the 'n' overload in LWJGL 3, indeed. And I don't see a solution for LWJGL 2 to achieve the same. You would essentially need to construct a NIO buffer with an explicit buffer address (which would then be the offset), which is only doable in LWJGL 3's MemoryUtil.memByteBuffer(long, int) , but not so much in LWJGL 2... hmm....