What a misdirected waste of development time it would be to preoccupy ourselves with blocking interactions based on a limited imagining of what interactions or roleplay is possible. Players so often are given open ended tools and experiences and decide their interpretation and perception is the
only valid one and all other experiences must be enforced along the same lines, favouring strict rules that produce the same outcomes every time over emergent, dynamic experiences.
I just flat out don't understand the attitude of having an object and sitting down to decide all the things it might prevent or inhibit in roleplay and then spending the time to enshrine that mechanically without an obvious balancing demand being proven out. We should really be embracing the free form possibility of a system that doesn't define every behaviour to players ahead of time, and leaves it up to them to express as they want.