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Time-traveling Uncle to your rescue! He answered something very similar to this 4 years ago. Seems like you'll have to go with a method that hides Attack Ground for everything and uses a fake 'attack ground' for the units that do want to have it. As the last reply there states: you can't use the per-unit disable we now have because it'll disable normal attacks too.
It may be possible to manipulate the UI to hide it manually now, but that sounds like a lot of work to me. Tasyen is the UI god I ping because I haven't bothered to learn.
I think you have the right idea using the CommandFunc.txt method and doing the dummy ability.
If you hide the frame for one unit but not all, you are going to have to limit selection or get fancy and at any rate you will have periods where the command button is visible for the unit when you first select it, and if it is in a command group with other units you order them to attack the ground, it will do it to.
Using the CommandFunc.txt method will also disable the hotkey, which moving the frames won't do.
For more perfect dummy ability frames would be good, you might want that green highlight to be shone for the units with the dummy ability when they are attacking the ground, but that's another can of worms and you can cross that bridge if you want later.
you could remove the show in user interface flags of both attacks in unit editor (uwu1 & uwu2) then the units attack button is not shown and the attack ground does nothing then.
Trigger wise you than still could order attack ground.
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