Nah, the problem is OOP polymorphism that conflates too many separate things. If you have a language that can actually express "implements this interface", "has this member", and "delegates this interface to this member", then you don't need traditional "extends" inheritance at all; sometimes you want to do the exact equivalent (and you can), but most of the time you want to do something narrower.
Kinda - an instance of an OO subclass is a decorator around an instance of its superclass, so if you're using a language which has a good way of expressing decoration then that's usually better than using inheritance.
But as the other reply said, patterns are a language smell - the language needs to support that style and make it idiomatic. Otherwise, if you give people the choice between doing it right but verbosely and doing it wrong but more quickly, guess which one they'll choose. https://www.haskellforall.com/2016/04/worst-practices-should...
I'd say that that's an example of structural or duck typing (as opposed to nominal typing).
In my experience it is nigh impossible to design-pattern your way out of a language simply being unable to express what you need it to express without incurring a severe performance penalty (anathema for game development) or resorting to code generation (which is itself prone to ending up as a Gordian knot).