Godot doesn't expose inheritance to scripting AFAIK; it's strictly a convenience used internally to describe the core nodes. When you script Godot to make complex entities, it's through composition of arbitrary nodes in arbitrary hierarchies, often encapsulated as scenes. References are mostly done by relative path, and the scripting language has sugar to make this a convenient process.
So, yeah, try it. It's the best system I've encountered for the general-purpose use-case, and I've designed a fair few myself.
So, yeah, try it. It's the best system I've encountered for the general-purpose use-case, and I've designed a fair few myself.