In the attached save I have two examples. The bottom track is what I believe to be the bug. A train loads cargo at the first station, when its wait condition is met an interrupt fires (item count not 0) and moves to a wild card drop off station. When it arrives at the drop off station, only a portion of the cargo is unloaded by disabling the station and the inserters once a target value is met using a circuit. The wait condition is cargo empty or inactivity.
Expected behavior: After the inactivity threshold is met, the train looks for another valid station name or receives a no path error.
Actual behavior: After the inactivity threshold is met, the interrupt is still valid and fires again, but the target station is the station the train is already at, so the train never leaves.
The top track shows an example of this working by using a second decider combinator to manually set the train limit, when the desired cargo amount is reached at the station the train limit is set to 0 and then when the interrupt is fired again the train does not evaluate the station it is currently at as a valid destination and moves on as expected.
According to Friday Facts #395 (https://factorio.com/blog/post/fff-395)
the behavior I'm seeing with the above examples doesn't seem to reflect that, which is why I believe this to be a bug.So in 2.0, disabled trains stops will act as if they have 'Train limit = 0':
To see this in practice with the attached save, simply enable the automatic setting on the train.
And a video demonstrating the save: