Alright first one we have is the famous polar with offset, it changes location from a point toward another point by distance and angle. That will move both X and Z axis if you study 3d space. The Y axis which is Up and Down will be flying height, however there is a 0 fly height limit and the only way is higher than 0.
Back to the point, you can trigger a system that handles flying height globally for all units but take note of how it works. Whenever you use the action to change a flying height, you require Crow Form ability (in-built trick from editors), simply add the ability via trigger and remove the ability immediately after, this will fool the game into thinking that unit is flying. When you set flying height to something by a specified speed, no matter how slow the speed is, the editor takes whatever the ideal end height as the current flying value, therefore it is safer to render the flying height instantly but alter it in such a way it move bit by bit, like how the normal dash system work in X and Z, make it so that it works similar in Y axis, you can see trace of this effect in Dota's impale. League of legends and Dota 2 both have advanced global height system which I had barely scratched on here.