Default is only choice 1 if you're choosing choice 2, which is a lost adventure if you already have the key. If you choose choice 3, the combat, it leaves it alone. It only interprets if you've chosen the non-combat choice.
Clarification: The choice override handling only affects when you've set the system to automatically run choice 2, the bottom drawer. This redirects gCLI and Adventure tab adventures. It doesn't affect relay browser choices, though with the new dynamic spoilers it actually lets you know what the outcome of your decisions will be. The reason for this is that if you choose choice 2 when the key isn't there (before running top drawer/after collecting the key) all that happens is you expend a turn with no benefit. If you're running 20 adventures in an attempt to get the key from the bottom drawer and you end up luckily picking it up after the second adventure, that's 18 adventures remaining that might just be completely wasted, since if you didn't set a condition, it's not going to stop, and if you did set a condition (but normally leave it on entering combat) it won't affect your choices.
The bigger question is, do we really have a reason to allow choosing the bottom drawer manually through automation? Would it make more sense to just do Moxie/Ballroom Key as option one, and Enter Combat as option two? First choice would be have it run the top drawer first time, bottom drawer the second, and top drawer for everything after.