I suspect you are thinking like a lawful-good individual engineer. You are solving a niggle, without considering the human and engineering compromises you would discover if you worked in the industry.
You are perhaps trying to optimise for a one-person elevator trip, rather than thinking of what is the optimum for a repeated game with many concurrent trip players that includes both cooperator players and defector players. An elevator is a common good to its users.
If people could cancel a destination, then there is less incentive for people to have to prethink their destination before getting on the elevator. Leading to more likely to waste concurrent elevator users’ time in the long run?
If you could cancel a destination, defector players could cancel your destination to speed up their trip (with resulting policing and status meta-games etcetera).
Elevators mostly have the lowest-common-denominator for a UI. Where is the incentive for elevator purchasers (building procurement or facilities) to demand an improved UI? Would a manufacturer get any profit by providing an improved UI? Would such a UI be accessible to the blind? Discoverable? Usable? Cleanable? Predictable (e.g. elevator arriving indicators on destination floors)? Safety? Complexity?
There are a huge number of factors to building anything complicated.
Also see https://danluu.com/sounds-easy/ and https://fs.blog/chestertons-fence/ and all of the elevator wiki starting here https://elevation.fandom.com/wiki/Fire_service_mode_(EFS)
Disclaimer: I’m not an elevator engineer. I feel your pain: I want a government department of niggles which catalogues minor complaints and gets them fixed. Although I admit I am pessimistic enough to think it would only end up increasing the total number of niggles due to second-order effects.