Depending on what you exactly want per gameobject, at first you should look if you are using the correct object type value in gameobject_template
Code:
GAMEOBJECT_TYPE_DOOR = 0
GAMEOBJECT_TYPE_BUTTON = 1
GAMEOBJECT_TYPE_QUESTGIVER = 2
GAMEOBJECT_TYPE_CHEST = 3
GAMEOBJECT_TYPE_BINDER = 4
GAMEOBJECT_TYPE_GENERIC = 5
GAMEOBJECT_TYPE_TRAP = 6
GAMEOBJECT_TYPE_CHAIR = 7
GAMEOBJECT_TYPE_SPELL_FOCUS = 8
GAMEOBJECT_TYPE_TEXT = 9
GAMEOBJECT_TYPE_GOOBER = 10
GAMEOBJECT_TYPE_TRANSPORT = 11
GAMEOBJECT_TYPE_AREADAMAGE = 12
GAMEOBJECT_TYPE_CAMERA = 13
GAMEOBJECT_TYPE_MAP_OBJECT = 14
GAMEOBJECT_TYPE_MO_TRANSPORT = 15
GAMEOBJECT_TYPE_DUEL_ARBITER = 16
GAMEOBJECT_TYPE_FISHINGNODE = 17
GAMEOBJECT_TYPE_RITUAL = 18
GAMEOBJECT_TYPE_MAILBOX = 19
GAMEOBJECT_TYPE_AUCTIONHOUSE = 20
GAMEOBJECT_TYPE_GUARDPOST = 21
GAMEOBJECT_TYPE_SPELLCASTER = 22
GAMEOBJECT_TYPE_MEETINGSTONE = 23
GAMEOBJECT_TYPE_FLAGSTAND = 24
GAMEOBJECT_TYPE_FISHINGHOLE = 25
GAMEOBJECT_TYPE_FLAGDROP = 26
GAMEOBJECT_TYPE_MINI_GAME = 27
GAMEOBJECT_TYPE_LOTTERY_KIOSK = 28
GAMEOBJECT_TYPE_CAPTURE_POINT = 29
GAMEOBJECT_TYPE_AURA_GENERATOR = 30
GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY = 31
GAMEOBJECT_TYPE_BARBER_CHAIR = 32
GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING = 33
GAMEOBJECT_TYPE_GUILD_BANK = 34
you can also play around a bit with the flags to make an object in particular in use, locked or non-targetable
Code:
1 = in use (can't interact with the object)
2 = Makes chests/doors locked (requiring a key, spell, event to open)
4 = Untargetable
8 = Transport (Object can transport (elevator, boat, car))
32 = No despawn (never despawn, typically for doors, they just change state)
64 = Triggered (typically, summoned objects. Triggered by spell or other events)
source: Gameobject template - UDB