The reason something like a beach ball is floaty is because of air resistance. With the physics behavior or even with most simulators in general it's like objects are moving through a vacuum, in which case nothing would be floaty.
Now the solution is to apply a force proportionate to the object's speed in the opposite direction of the object's motion. Basically we're adding a drag force.
The following would do it, just tweak 0.1 till the object has the desired floatiness.
every tick
--- apply force -0.1*distance(0,0,Self.Physics.VelocityX,Self.Physics.VelocityY) at angle angle(0,0,Self.Physics.VelocityX,Self.Physics.VelocityY)
EDIT:
or alternatively you can look at the linear damping property.