That means that the old asteroid that was deleted, lets say it's Asteroid(5), would still exist with a radius of 0... and instead you would have a new asteroid with a new ID. If GetAsteroid(5) is "deleted" in this way in a level with asteroids 0-20, the replacement asteroid will have ID 21.
If you have any kind of advanced scripting going on at all, this can cause problems.. So then you have to start swapping around ID numbers to keep things tidy, and you have to make sure you store the 0 radius asteroid out the way so it doesn't interfere with the sending arrows of the user interface... it's just not a very elegant method. There must be a better way.