You could, or you could enter for less, hope you draw fire or get the SD to go off and then move on and do something else useful. If you don't get the SD or draw the fire you wanted, stay in the hex and claim to burn off the MP's through this method. This whole discussion started because I said if you want sleaze freeze my position, you better not enter for 2 MP's and expect to spend the rest in Delay. An assertion was made that you can spend the MP's in delay, pointing to D2.4. D2.4 says A vehicle may end its MPh in Motion without expending all of its MP only if it has insufficient MP remaining to enter the next hex it wishes to enter. As the moving AFV, the point would be to select a hex which is beyond your MP's but still a legal move. Not only does D2.4 contradict D2.1 (A vehicle which ends its MPh with MP remaining is assumed to use all those MP in that hex), it contradicts the idea an AFV may "enter for 2 MP in bypass and delay the rest while in Motion" as D2.4 says "without spending". Those MP's disappear. You can't even D1F against them as they are not spent.
The rule is not particularly clear and the interactions between them is not well thought out. YMMV. -- jim
EDIT to add: You could Stop for 1, and Start for all remaining MP's to remain in the hex and in Motion, but the Stop is a risk given the modifier it gives to CC Reaction Fire. You could continue to Bypass around to another hex-side (if possible), by spending all your remaining MP's which is less risky. What you specifically can't do (D2.17) is spend a MP in delay unless the vehicle is Stopped or using Platoon Motion. I wouldn't take nearly as much exception with the D2.4 argument except for the idea that the MP's simply disappear. Keep in mind, you can't avail yourself of D2.18 as you can't claim to spend more MP's to enter a hex until the AFV is actually in the next hex. The applications of this are not extensive, but there.