Yes! Also, it would allow for some cool transition animations with some proper inbetweens. Let's say your character wears a hat and you want to have a hatless version, with an animation where the character removes their hat or puts it on accordingly. This is of course, a simple idea, but think of the many possibilities.
This is where the transitions and state categories can work so amazingly. My main issue is that controller-based keybinds ruin controller-based games (things such as jumping ingame every time you use the "angry" state), while keyboard-based keybinds have the chance of getting in the way of controls (I had to use special characters such as Ñ or Ç for the most important states, and then bind them to a controller with no game support so there is no problem with it. Of course, I'd love to be able to squeeze as much states, as there's only a good few keys that work without getting in the middle of gameplay.