It's definitely a popular request. For meshes, one way is to use the “Mesh -> Combine” tool to combine the meshes into one mesh, and use the result as an input. This uses the polyUnite node behind the scene, so it's also fairly possible to script this.
However, one issue with this approach is that the transformation for each object is lost, because all the meshes are essentially baked into one. Depending on the usage, this may or may not be acceptable. Another issue is that if the number of objects changes, the connections need to be updated.
Instead of relying on attribute connections for getting geometries, maybe another way is to setup hooks to monitor node changes directly. But since this bypasses the DG, it feels like it'd be quite tricky to have things update correctly at the right time.
Maybe just using the polyUnite node is enough to satisfy most cases.