So, you're talking about... like "un-solid" or "anti-solid" mask. If the force field overlaps a solid block partially, say, it overlaps the upper part, but not the lower part, only the lower part would act as solid, since the anti-solidness would cancel the solidness of upper part of a block.
So, it would would work like mask - but it would mask the collision mask, not graphics. And it would indeed be useful for destroyable terrain, or let's say that you have a solid object "mountain" and then you place antisolid "tunnel" on it, and the antisolidness masks off the solidness of the mountain - and you can move in the tunnel, but not elsewhere in the mountain.
I think it's a really useful feature to have, but the problem is, how easy it is to implement technically. I think the devs could say something about that :)