This is pure speculation, but wouldn't it check against the instantiated instances in that object's array, then, finding none, move on to the next line?
I'm assuming that this would be functionally identical to having an event that runs when an object exists, but is skipped when there are no objects of that type in the current layout.
Assuming that I am correct, I haven't had problems where these "unrun" events incurred a substantial performance hit. Maybe a few clock ticks, but not big enough to make a perceptible difference in the game.