For simple things like footprints, trails, the particle node may be enough (turn emission when moving, use motionless particles), for more complex trails search the Q&A, there is a nice plugin not present in the asset lib.
For objects with more complex behaviour (blood splats, debris) I don't know how are the regular implementations for decal systems.
If there will be just a few, the node origin of the decal may be enough to control the remains before being freed (just make it instance the effect scene as a child while removing the normal behaviour).
If there will be tons of stuff on screen, I may look at it the same as a bullet hell system, you can make a generic global decal manager that works as your particle/decal control system, each time you generate one, register it on the manager and make it control the time, apply tweens, change shader values (for fading, disintegrate, and other effects) and remove, for all the registered items at once.
The manager can generate the decals too, allowing to control/limit the number and recycle items.