I don't like it. It's just a more limited UI for defining logic which is normally determined by events. Whether you have a movement, oscillation or just a clamp, often you don't want it to apply all the time. So you need to be able to turn it on and off or adjust the parameters in events based on other custom logic in the game. So you will have a bunch of events to modify all this stuff anyway. Now you have fragmented your logic between this UI system and the event sheet. If you went as far as to extend the flowchart system to do everything events have, I see it as an inferior system, since you have your logic spaghetti-fied in to 2D (whereas events are a 1D list, just going down the event sheet), which makes it very difficult to determine the sequence of things, which is an essential part of the game logic.
The current way allows you to apply, enable/disable and modify behaviors from the event sheet, where it is more or less all done already, with full flexibility to customise the logic and parameters, and it's all kept in the same place (no fragmentation).