It looks like if you add a script called "unresolvedcommandhandler" to your "game" object, then that will be invoked whenever a command is not recognized. You can have it do nothing.
It also looks like if you drop this into your game:
<function name="UnresolvedCommand" parameters="objectname, varname">
</function>
then it won't complain about missing objects either. Both of the above are untested, so let me know if they don't work.
Since you had asked for game discussion in another thread, and since you're verging out into uncharted territory, I just wanted to give you your first actual player feedback, based on your "A Test Concerning..." game that I have seen so far.
While analogies can be insightful and make us look at things in new and different ways, not every analogy is valid. The fact that there is no feedback to an incorrect button press on a game controller can lead to a *thought* that perhaps it can work for text as well. Maybe it can and maybe it can't. The important thing is to try and see how it works with real live people. There are other analogies you could follow - for example, the same game controller used when watching video will typically get a circle-with-slash-through-it in an upper corner if they try to hit something incorrect. (I've worked on such software.) What's the difference? Conventions. The convention in console games is that when you press a button that has no function, nothing happens. The convention when using video playback software is that you get a rude sound and a red circle. The convention in text adventures is that when you type something unrecognized, it tells you.
So here's my feedback: when I got into your first room and it said to look around and then exit through the door, I thought, "OK, to look around in a text adventure game, I type 'look'." So I did that, and it did nothing. No response. So I typed "l", and the same non-response. I tried other things, all with no response, and my conclusion was that the game was broken. Or that you would fix it later. I didn't see it as a paradigm-busting innovation on your part. I didn't see it as me doing something wrong. I saw it as the game wasn't designed properly.
For me, the feedback from the game is not implying that there is this large range of commands for me to try. The text prompt itself does that. Actually, the feedback tells me the opposite - it tells me I *can't* type certain things, that I need to figure out (from the text or whatnot) what to type in that will work. Removing that feedback does not remove the mentality or even the need on the part of the player to work out what to type. It's the same loop, it's the same process, just with even less feedback, so with even more frustration.
Now to your mind, perhaps saying in your text, "Look around and ..." means that they should know to type the exact words "look around." From your point of view, I'm sure it's quite clear. That is the advantage of the author point of view. But from the player point of view, I'm still struggling to figure out what to input. I'm still trying to find the magic incantation that works. And under the covers, you're still using the same code that everyone else uses to parse input - you're just not providing any feedback to what has gone wrong when they get it wrong. That doesn't cause a mind shift for the player to "oh, I can't type just anything. I have to type just certain things.", because parser-based games already are that and because despite the text you put in your game, we're all still human beings interpreting things and trying to map that into thing to type in. As I have never had to type "look around" in a text adventure before, it simply did not occur to me, because I did not think so literally. The lack of feedback did not cause a mental shift to some other meaning of what I was typing. So I walked away. If that's what you're going for - where the input is actually part of the puzzle to the extent that you want to throw out all conventions - then I say more power to you. But go into it with eyes wide open about what that will cause. My bet: people are not going to say, "Here's a new ground-breaking paradigm we should all adopt." They're probably going to say, "Here's someone making the painful experience of using a text parser even worse by not even telling the player what they're doing wrong."
You say, "But I want to discourage that sort of thinking." What I'm telling you is, based on my own experience, that doesn't happen. It didn't discourage the "I need to figure out what to type" mentality. It just discouraged me from wanting to play at all.
Imagine you're playing a game on a PC and you see a button on your computer screen and when you click it with your mouse, it depresses but then nothing happens. You'd think it was broken. Because the convention is that when a button is active and enabled, that it does something. Someone could say, well, in console games, pressing an inactive button does nothing, so I'm not going to do anything either. And people will say, fine, and the convention then is to disable it so that the user knows. Feedback up front. I would suggest you do more than you're doing so far. If you're not going to provide feedback after the fact, then make it crystal clear up front - and just having it in the body text just might not be enough.
I applaud your attempt to go in new directions. If you wish to play with conventions - well, the best and most creative people do that all the time. And they get blasted to bits if it doesn't work. So be prepared. My suggestion to you is to have empathy for the player - have thoughts from the author's point of view about what people "should" do, but then also put yourself in the player's place and make sure that, if they can only do X, Y or Z and you expect them to only input X, Y, or Z, that you make it really clear. And know that what I have played so far, it was not clear, because you have something that looks like standard IF but isn't.
And get lots of people to test.