Yes, there are a lot of interesting things you can do with default dialog/objective interaction. Just of note, since you can make objects visible/invisible, you can make a default dialog appear to change. Throw in map dialogs and the possibilities increase even further.
Understanding these interactions are often the key to good puzzles in the Foundry. Not everything has to happen in the storyboard and if you can blur the players awareness of what is and isn't tired to an objective, you can appear to contradict known Foundry limitations.
I've personally been playing around with ways to have things that aren't tied to the storyboard update objectives. It's not the simplest thing to understand but very fun when you can make it work.
I tried hiding the actual objective interact for a while. Then I simply added an 'Abort mission' branch. I absolutely had to do it when I used 3 way teleportation the regular way and not the turbolift way.