WackyToaster
half a year later... Yes, I think so.
Though that still means you have to subclass every object type you have needs to add the functionality to... which is repetition I hate, especially when it also means you have to remember to do that when making changes to the project...
I am currently solving in another way. During an objects initialization, I have a "onCreate" event for the family I need my behavior on. In that event, I call a javascript function that stores a reference to the created object, and creates a new instance of a custom javascript class (I'll call it a component now).
The components I add to objects do various things, such as manage buffs/debuffs and character behavior states (like walking, running, rolling, climbing, etc)...
In this way, I have wrapped up it up in JS for performance sake, but now when I create a new objectType and add it to the family of consequence, I don't have to do anything else, or remember to subclass it. It's a little more fool proof and less prone to programer error in the future... I also made it so the system interacts with editor side instance variables, and linked dictionaries for dynamic data, so I also don't need to worry about interfacing with it via JS if I don't want to.