I had considered such a thing and perhaps I will add something like that in the future. It really depends on having a large dictionary of adjectives and articles. The low tech route is not so bad if you know it.
Going in the other direction, you can make it so that the id does not represent adjective or the noun by explicitly supplying noun="" and adjective="" next to the object.
Adjectives and nouns are grouped via the vocabulary section of the game defintiion file, so you could have:
spoon : scenery "an oak tree" noun="oak"; vocabulary { : noun {aliases=[oak, tree, log, logs]} }
... and it would associate the noun group with the object.
There is a risk of false positives for nouns that may have different contextual meaning, but generally speaking false positives will just result in a disambiguation list where they occur, so it's not so bad.
Anyway, it's correct that types of description could imply a noun (where there are two words and one of them is an article for example), but there are so many objects that two or more chained words in addition to an article that it's probably easier just to learn the general rule about the usage of ids than to second guess yourself if you have entered the description in the right format. the book is not closed here, but it's not low hanging fruit. Certain types of smartness are also forms of obfuscation.