So I see what functionality Overboy wants with the special trigger blocks, and I agree with him that something like this would be very useful, but I also agree with what Ashley said previously in the other discussion that functions should be executed in a single place or it can become messy pretty quickly, same with actions.
This is a little mockup to show the issue, recreating the rotate action it becomes clear that the option of creating many executions of the same action/function call can lead to undesired/unexpected outcomes (here the object would rotate 180° instead of 90°).
You could say, well just don't do that, and it is obviously easy to spot here, but once you trigger a dozens or so actions/functions with a single call spread all over multiple event sheets it becomes hard to follow.
None the less I think the thing Overboy is proposing should definitely be an available functionality in C3, but I think of it more like a radio station and listeners.
The radio is broadcasting information and doesn't care if 0 are listening or 1000.
I think the newly added signal trigger fits that roll much better, but it doesn't have parameters so the info you can broadcast with signals is very limited.
I think the actual programming term for this is the observer pattern. https://gameprogrammingpatterns.com/observer.html
So maybe it would be better to keep functions and custom actions more to the point and add this functionality to the signal feature instead.
But this is only my view on the matter, could well be that I missed a crucial point or failed to address some specifics.
independently from how this should be implemented, I would like to know if the linked observer pattern is actually what you have in mind with the special trigger blocks proposal.