An invisible object does not render anything. The engine merely checks the "is visible" flag, and then skips it. This is a tiny, tiny amount of CPU work. But if you make hundreds of thousands of sprites, you can measure it. It should not be meaningful to any real-world game. I am open to being persuaded otherwise by an example Construct project.
There's also the render cells and collision cells optimisations in Construct which have been around for a long time. Using these, providing you don't have events or behaviors that are CPU intensive, and that everything is spread out across a large layout, far away instances should have exactly zero CPU performance overhead, as the engine won't need to consider them for anything at all. So assuming you do that, it's already possible, and so again there is no need for a further optimised object to achieve that.