IIRC the "no ability" default for globals is 0. You can use a custom script "set udg_ability = 0" to nullify it. If you want to be 100% GUI you could just arbitrarily define an ability to be a "null" ability and just check against that.
Having a default "null" value is quite useful, depending on what you're doing. In my current map I have arrays of abilities that aren't always 100% full of valid abilities, and a null value tells me when I shouldn't actually add an ability to a unit.
An easy example of such a usage is a system where you can equip/unequip abilities; you may have, say, 7 slots per unit for abilities, and an "empty" slot (for when the player has yet to earn/purchase enough abilities, or is in the middle of switching them out) would be set to a null ability in the arrays/hashtables.