Yes, I think using a trigger like that would be a reasonable way to achieve it.
Basically, (and I’m kind of guessing here from what I’ve seen, but I haven’t looked into the engine code in detail) as far as I know overlap states will only cause objects to move in the case of physics objects. Character movement also has code to push out of overlaps, but this is only really meant as a way to resolve states that shouldn’t really occur. Anyway it only takes effect when an attempt is made to move the character.
@Jamendxman3: Are your other meshes set to simulate physics? If not then I am missing something, as I wouldn’t expect them to get moved just as a result of rescaling a wall.