I’m not quite sure what you are looking for. If I have the letter O can I click in the middle of it and it goes through to what is underneath?
Here's two images that will help.
The first image is what I'm starting with. It shows the selection area. If I try to click in the upper part of the pink splotch graphic that's behind the text when the text isn't selected, I can't and I get the I-beam cursor. The second image shows the hit area assigned to the text so only when it is clicked will it actually select the text. Otherwise, I get no I-beam when hovering over the top part of the slotch (or the hit area for that matter), and can select it, no problem. So, the second image is what I want EXCEPT that when I click on the hit area, the I-beam cursor does not show up in the text, ready to type under the mouse click. This is what happens in the first image and is what would most likely be expected by a user.
So, I want to allow the user to click on the hit area and then see the I-beam under where they clicked, in the text, ready to type.
 It may help if I could know what level or part of the textFlow triggers the I-beam and selection. Maybe I could somehow assign the hit area to that??
You can try a mask.
But there are scenarios where you are trying to get the default mouse logic in the player to work and only if nothing important happens you want an object below to become the target. If that is what you want, you can re-dispatch the event against a different target by using getObjectsUnderPoint and some other logic.