Of course... Download, install and play the "Damnation" mod for UT2004. They produced a steampunk platformer with lots of different animations and if you can slide down ropes, climb up poles etc. it should be possible to create a mantling feature.
Even if this wasn't possible we could still have a "slide-up-surfaces-you-want-to-climb" feature, like for example ladders in UT2004 (only in custommaps) or in Counterstrike (just to tell you how it would like it. I know its not on the unrealengine).
What we don't need is an automated jump function when we can jump on our own. It COULD work that the context sensitive jumping does exactly what we want it to, but it could also go wrong.
In Zelda it only works so well because whenever there is a gap you HAVE to jump over it anyway and if there is a ledge it doesn't matter whether you would walk or jump down. In RO it matters and if there is a gap (e.g. trenches) I want to chose on my own whether I want to leap over it, simply jump over it, run into it, leap into it, or simply jump into it.
Everything we might want to do with jumping is already possible in the game and it works like a charm as far as I can tell. The only thing that is lacking is the ability to mantle over small obstacles that are still too high to jump over. What we need to fix this is a mantling/climbing option. A zelda jumping feature won't help here.
For the next RO on the UE3 I definately want context sensitive movement but more like smaller things like your soldier steps over very small obstacles, or he slides down into a trench, or he runs up the first few steps of a staircase but then he slows down, or he staggers down a steep hill, etc.
Cosmetic stuff like that.
I think that was the intention of the topic poster too but I'm sure that this kind of cosmetic update would be way too troublesome for the devs at the moment. If at all we are going to see this in RO2 and RO1 fares well without it because from a gameplay standpoint it doesn't help.