No I really want collision detection on all the time except for the times when I go to place something and suddenly I want to override it for that particular object at that particular time. Hold "C" key - free placement for currently grabbed object, let go of "C" key, back to normal. Or Shift, or Ctrl or F3 whatever key user chooses to assign. So quick and slick. No messing about with different ticks for different object types. "C" key held applies to whatever object you're handling at the time, whether it be a ride, a scenery item or a path
Yeah so you tick global collision off in the options menu. Literally the only thing this wont affect is snap points on paths or when you build a wall and it snaps to the next height above (because that would be a ball ache).
Now with paths they can have the snap point option or you can have you hold key option for position of bins and benches. They are different things, they are not both collision detection so you are asking for something different as I explained above. The hold down key would be a pain because;
1) you are using advance move so already pressing a load of hotkeys to get placement right so it becomes fiddly
2) Every time you move a ride it makes a sound to say you can't place it, so trying to move it with advance move and it beeping at me 20 times whilst doing so before I hold the correct key just to place it would be a pain
3) with the global option you just move and place it where you want without needing to use another key, why add another button press, QoL is not gained by this
In regards to the benches and bins also. They still will always need to snap to path because guests interact with said option so them trying to path find their way to a bench you placed floating would not be good, however the snap point disabled should allow you to snap to the whole surface of the path and rotate 360 degree so the bench or bin faces any direction whilst interacting with the path.
Having snap points off completely with items will break things, guests will try to get to something they can't and so will become stationary as they can't calculate what to do.
The path placement itself would still include no collision so you can pull it through any ride you like if you so wished or even into the terrain.
This is something I did for get to add to my above comment in fairness. Paths should also have a separate no collision (and be affected by global so again we can adjust terrain so that it intersects with the paths also.
This means global control would turn off collision for rides, stalls & paths so that terrain, building, scenery & water do not collide. Water still needs to interact with terrain as you require a border for it to fill area.
The paths also do not collide with stalls or rides and after some further thought I don't see any reason you can't have collision off between rides or stalls either.