"My personal issue with 8 direction is it rotates sprites"
This is actually a parameter on the behaviour ; it can be disabled, or set to preset values (smooth, 45 or 90deg. angles)
As for the request itself, my feeling is that behaviours and components should remain as generic as possible, letting the end-user achieve the desired results with a bit of custom logic where necessary. Anything beyond this becomes too specific or too convoluted to be practical.
Typically in a game, there will be surfaces that can have wall-slide, and some that don't ; ledges you can grab, and some you can't ; some areas that cause slipping/sliding (ice, etc.), and some that don't. Etc. We don't want behaviour parameters for each possible scenario, that would be clunky, and would imply coupling between concepts that need to remain separate (e.g. character movement <> environment mark-up).
Can you re-create Metroid, Castlevania, Mario, Megaman II and Zelda II, all 2D side-view platformers, with the *same* player behaviour ? Hardly, because each of these have different requirements and work in different environments. You don't want a player behaviour that handles "everything" ; you want a flexible base you can customise to your needs, and that's what movement behaviours are.