Switch and signal names will appear because they can be important information when manually controlling trains.
From my experience Trainz does not know what turnouts to throw, by reading the names you give them, as Trainz does not "Drive To" turnout names, nor to signal names. Trainz will throw an un-named signal, and un-named turnout by sending a digital signal to them, allocating a pathway through them.
I have named every one of thousands of my turnouts with the same identical "tilde" symbol:
`as it is the smallest unobtrusive symbol on the keyboard. And AI deciphers the correct path, even though my turnouts have no actual individual names.
Trainz does navigate by "Driving To" Trackmarker names (which you can rename to your liking).
You can make Trackmarkers, and any other trackside asset, that is invisible in Driver, to make it visible in Driver, by editing the asset config file from the default: "surveyor only 1", to instead be "surveyor only 0"
I name my tracks with a: "
C+ SO Note (Track) White Nameable" - by itareus , KUID: <KUID:243828:1938> (which I also edited their config file: "surveyor only 1", to instead be "surveyor only 0")
I have thousands of signs, buildings, and stations, that are all named, and they show up on the Minimap view.
Also useful is: "
Instruction sign, 12 lines scripted" - by Willem2 , KUID2: <KUID2:97008:29100:1>
I always dislike the hugely long non-descript name, ie: "Turnout Number 245362"
If I do re-name them, I make it short, ie: "CP Conpit" or more explicitly descriptive , ie: "CP Conpit Track 1 #1-#2", or ie: "CP Conpit Track 2 #2-#1"