IMO, behavior is a collective term: the sum of all the operations defined on a class or promised by an interface. Quite often a class specifies multiple operations. Each operation is realized by a method. Behavior diagrams model the nature of the method, not of the class nor the effects promised by an operation. What we think we need need is the ability to drill down from an operation to its underlying method, not from the class element. We think we need to be able to click on the operation, not just anywhere in the class element. But this does not tell the whole story.
For example: I can Cry and I can Pound my fist on the table. However, I exhibit this behavior (collectively) only when I'm in the state of being Upset. Therefor, an object's state is an important aspect to its behavior. And since I cannot conceive of any animated object (or one having variable attribute values) not having multiple states, our path to activity diagrams must be through a state diagram and thence onto the action or activity specified therein; and the way to get to the state diagram is by clicking on the class element itself.
Yet again, the full story is not told; there may be multiple reasons to drill down in to greater detail on a class. Off-hand I can't think of any such reasons, but I'm sure the creative talent available on this forum can provide them. Thus, a class element (and in reality any element) is a parent node in a tree with multiple child elements.
IMHO, whenever one clicks on any element in a UML diagram, a list of the child diagrams should be presented for selection. If we are going to get a problem fixed, we ought to fix the whole problem and be done with it. What's the problem? EA does not view the drill down feature as a tree navigation.
-Jim