The angle is about 11.5°, hardcoded and applies also to attacking, so no chance. But as always in wc3, there are workarounds.
For example there is the point targeted ability Reveal, which does not interrupt orders and also not care for that angle.
The following is quite specific and only works if your casting point and time is both 0. You have to evaluate this for your map though, also some small hardcode and trigger messups possible:
When unit is ordered to cast, use SetUnitX/Y to set it to a position where the angle is in those 11.5°. Use a 0.0 timer and when it runs out set the unit back to the old position. This is enough for the unit to start casting.
Or you just catch the order and then order a dummy unit to cast the real ability. This will ofc not consider cast point and cast times and has some other little problems.
Units with base movementspeed 0 and rooted units (with the rooted ability having DataC=0) do not use this angle. A fancy solution with adding a root ability to a unit for a short time wont be of any use though, too many problems.
Another method one could try is that the unit you are commanding is not the one actually selected but a dummy in the shadows is. This is very limited in its use though, as you get problems with command shifting, mirroring the UI, etc.