Using Game Maker, I've already shown how to reduce memory usage by scaling the invisible solid objects. But as Esco said and as I have argued for months now on GMC (to deaf eyes, since they're all more stubborn than range horses), any object that has no real use is wasted space. Sure, it makes things easier to work with many times, but it's still a waste. In my Castlevania engine, splash effects and rubble from broken walls are objects, but that's horrible planning on my part; they should be sprites drawn via timeline accessed via the broken wall or the player.
Anyway, I've also already shown that in Game Maker you can easily (... the term is used loosely) program an entire game with no collision objects, just tiles. I've even argued that in theory you could program an entire game with just a handful of invisible controller objects that just draw sprites to the screen (although that would be nuts).
The only argument that I've made on GMC that has been validated by anyone of note on that forum is that a game constructed around tiles rather than invisible solid collision objects will run many times faster and be less of a memory hog.