Area space override gives you options to add, replace and combine many properties like gravity (even use negative gravity to expel, simulate water and add damp for density/simulate 3D surfaces on 2D).
Do some tests, make an area with space override and put a body in direction of that area to see how works.
But is hard to control this, also while debugging, the physics may work a bit wrong and the effect could be different on release, so may be better to simulate orbits in a complete fake way instead of letting the physics engine to do it, let the engine work alone where you don't care of the results.
Still, you can use Area information for your calculations, on process or with a custom integrator (rigid) to control and force objects to keep an orbit.
Here is an example of something that only happened to me while debugging (there is an area with gravity replace and point, centered on the planet, the rest are rigids):
https://twitter.com/_eons/status/755100860313722880
Here is a small word in 3D, "bullets" are rigids affected by Area gravity point:
https://twitter.com/_eons/status/746046465357778944