It does. At least common in the sense of our project. We generate terrain as well as water. The mesh that we generate for the water has a bounds.size.y of 0. In this case we add a boxcollider and assign the collider the mesh bound's center and size. Then we also add a GraphUpdateScene component to tag the nodes as water.
Now I can provide this adjustment myself, everywhere that I intend to use a collider with a GraphUpdateScene. In that case however the grid graph does use the water object's layer for height detection. I would need to ensure that the collider bounds.size.y is not at 0 for the node detection but that the height is the same as it would be at 0. If not, then boats would be pathing above the water instead of on it.
I am curious of the case you describe though. If someone wants to use the actual collider with a bounds.size.y of 0, wouldn't the result be that no nodes would be updated? I am surprised someone would actually want that functionality.
If there is a reason why someone would want that, perhaps a bool to toggle applying the min regardless of collider, point, renderer, etc. would be the most flexible way to provide the needs of both parties?