That should work in theory, but it doesn't always (at least not in my game). One of my mods spawns a lot of extra encounters, which is fun, but has the unfortunate tendency to leave the residual corpses in place for extended periods of time and also respawn their inventories the next time I see them. It makes them repeatedly lootable which is nice on occasion but when you fight an enemy CW patrol in front of a city's main gate, you kinda expect the locals to have cleaned up the dead bodies by the time you roll into town again, not just keep stepping over them for days on end.
I've taken to using markfordelete on them, the thing is using disable/enable has no effect so I have to be very careful since I can't verify the target that way. I've gotten used to the RefIDs on these spawned generics anyway so it's not such a big deal. My worst screw up with the command was when I was trying to get rid of some pesky static clutter in one of my homes and accidentally targeted my follower - who sitting in a nearby chair - instead. He wasn't even that close so I'm still not sure how that happened, it's possible I'd been in the console and targeted him for something else and the RefID was still active and I didn't notice in time.
I was able to bring him back somehow... recycleactor or enable or some combo of commands. But I did a lot of searching when he first when missing and it wasn't until I typed in his RefID to do a moveto command and find him that I saw the [D] tacked onto it and went "D'oh!"
