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If the level designer makes the starting pickable also the accepted key they can then have the slot disable itself when the key is picked up, preventing it from being snapped back on. It also means you can have, for example, a block on a pedestal that starts in the slot, so you have to remove it before you can add other keys to that slot, which could be a good way to indicate to players that it IS actually a slot.
You can already do a starting pick-able by careful placement in the editor.
In that case, having a "Start as Static" option for a Pickable would be useful.
You can also use this trick with triggers, allowing for some more complex mechanics, no need to make them pickable there. I used it to create a 'lights out' game and a 'connect the pipe' game in the room I submitted.
I suppose this could easily be turned into a feature if locks just allowed items with a 'pickable' trait to be naturally selected, and similarily if triggers were able to be triggered by anything, and not just players and pickables.