## About The Pull Request
Fixes#96687
Basically, /datum/element/climb_walkable makes it so that if you share a
turf with this object, you can keep walking onto other objects with that
component. so if you're on a crate you can step onto tables for example.
Issue was, if an with /datum/element/climb_walkable gets initialized it
would give itself this trait via
COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, and if it then moved and
would be blocked by a crate, it would instead move "onto" the crate.
This is not a perfect fix, I think in general this is not an ideal way
to handle elevation movement, but fixing that would turn this into a big
refactor.
## Why It's Good For The Game
Prevents roundstart crates from clipping into the backrooms
## Changelog
🆑
fix: Fixes crates not respecting density in all cases and being able to
move into other crates or tables
/🆑
## About The Pull Request
`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.
climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`
Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.
<details><summary> Tested + things still work as before </summary>
<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>
</details>
## Why It's Good For The Game
Lessens overhead, fixes a bug as well.
## Changelog
🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑