motionrig is planned as a plugin for exactly that, one node in the animgraph (or optionally controlrig if you want to control more specifics) which handles it all, with a bunch of profile/settings for configuring it for different styles/characters.
My current limitation on it is I don't really know much about doing the UI implementation side. I want something kinda like the modular rigging system, except for motion. So you'd do setups like connect [bone->bone] distance to drive [other bone rotation], chaining things together like that in some visual way where you can see it simulating. Adding as much depth/control as you want. Then it all just gets plugged in as a data profile to one node.
And also still working through some generalizable flexibility for proc locomotion. It's quite easy to make it work for one character, but to generalise it where it works for *any* character is harder. I don't want people to have to be doing stuff like setting specific primary/secondary axis things or defining things like foot lengths etc. Just want it all to work instantly but then be customizable for stylistic reasons if you choose to.