Not when the only logic is "key is down" (that would place a limitation on the behavior), and not with the black box behavior of solid.
I think it's the same with the platform behavior, the object gets pushed in the opposite angle because we don't have pixel perfect collisions.
The kicker is that it's next to impossible to replicate solid in events, as they are too slow, and you would wind up doing the push-out as well.
Of course you can solve the flash just by disabling user input on collision, but then you have to make more events to re enable it.