Nope. There is a near infinite number of ways to do something (limited by the complexity of a computer state machine). Just there are only a handful of efficient approaches. For example you could insert any number of do nothing statements during the execution of your code (just blank function calls) and it will still work, just doing so makes it work worse than not doing so.
Way to take it deeper than it needed to be, lol.
I meant like.. setting yourself an object (moving unit A from point B to point C).
You can make behaviours which are given to the unit at point B, which the game then recognizes and moves unit A to point C. However it would be very inefficient, seeing as how you would be wasting data space, when in reality triggers need to be used anyways.
The most efficient way would be simply to make a region, and have a trigger event recognize when unit A moves into it, then move the unit instantly to point C (or more preferably, region C)
However you may look at it, to successfully perform a goal as such, there are only a handful of things you can do (those falling under categories such as using Data over Triggers, Triggers over Data) (or even sub-categories such as using GUI triggers over script triggers, or script triggers over GUI triggers).
But when it comes down to it, ignoring sub-categories (saying that the creator has his or her own build style automatically chooses the sub-category would be most advisable) then there are really only a handful of options at your disposal.