Experiment Setup
I moved my whole crew up to the front of the Red-Tail, and evacuated the back half of the ship, leaving oxygen in only the three front rooms. This reduced my oxygen total to 20%. Then I closed doors and started timing every 10% increase.
Results
First I closed all the doors. Each 10% increase took 9.7, 10.5, 10.6, 10.2, 10.2, 10.6, 10.0, and 10.6 seconds. So it's very slightly less than 1% per second (1% per 1.03 seconds or 0.97% per second, possibly from 0.96% per 1 second which is a common math error when programming a game that runs at 60Hz).
Next, I closed only the outside doors, and opened all the inside ones. This took 66.3 seconds (8.2; 8.3; 8.3; 8.4; 8.2; 8.2; 8.3, 8.4). So oxygen does diffuse (faster?) through open doors. The background of the previously pressured areas turned slightly pink.
Next, I opened all the doors between depressurized areas but left closed the doors in the front which were still pressured. 82.6 seconds, basically the same as my first test.
Finally, I depressurized only the back three rooms of the ship, turned off my O2 generator, closed the outer doors, and opened all the inner ones. The three back rooms re-pressurized despite my generator being turned off until they equalized with the rest of the ship, which was also steadily losing oxygen; eventually the whole ship depressurized.
Conclusions
This behavior is explained by a model where the O2 generator works by supplying a fixed amount of oxygen to each room per second, oxygen is naturally consumed slower than this replenishment, and oxygen diffuses only between open doors. This means if a room with a high oxygen level has an open connection to a room with a low oxygen level it is giving oxygen to that room and receiving replenishing oxygen from the generator nearly as fast as it is giving it up and the other room is receiving oxygen from the generator, resulting in overall faster replenishment. If the doors are closed the new oxygen in the already-pressurized room is just "wasted".
Because the oxygen level required to keep your crew alive is fairly low it's often good to open doors to help re-pressurize areas faster assuming your oxygen generator is working.
FTL's model of oxygen seems to match our intuitions about how fixed volumes of gasses in an enclosed space work.
One interesting prediction of this model is that a sufficiently long path length of rooms may make it possible to survive indefinitely with a working generator despite a door open to hard vacuum. I've been testing this prediction on the Osprey for several minutes now, and it seems to be true.
If I open the second door on the top left, the room Mr Buga and Liam are in de-pressurizes. If I close it but leave the top one open, it re-pressurizes.
Best Answer
No it's not - if you require this level of control the best method to achieve it is to pause the game (space bar) and then manipulate the state of the doors manually.
If this is to vent atmosphere to space for every compartment except the ones your crew are in then the way that I would achieve this is to pause the game and open all doors by double clicking, and then close the doors that I didn't want open. As the game is paused while doing this opening the exterior doors will not vent the atmosphere from your ship until you unpause the game.
If this is being used as a method of killing boarders, then it's also probably not the best way of dealing with the situation. In these instances what I would do is just vent the individual compartments that the boarders are in so they have to break down doors to get to the next compartment so that you have at least one set of compartments between the boarders and your crew - in the event the boarders break into the compartments that your crew reside in while you're venting atmosphere, you will immediately vent the compartments that your crew are in as well with nowhere for them to escape to.