Only downside of objects is that you can't rename them. So if he wants to change the Flowerbed into Flowerbed with seeds or flowerbed with flowers etc. he needs to add a new object for each name change. A character is far more flexible on that part.
Another one is the limitation of objects in a room. If this one is crowded with these, using a character here could be useful.
About character.ChangeView: I wouldnt recommend this because it is linked to a view and the loops are activated by the direction the character is looking to (or where he walks). This means you have to combine changeview with a character.FaceDirection to get different sprites of your flowerbed. It's much easier to use character.LockViewFrame for your purpose. Maybe some code in room_Load is needed to keep the flowerbed in its current state if the player returns to the room, but that should be easy.