It would've been better to include the reason for such a request in the first post.
So here it is: It's cumbersome to have a container of
sf::Transformable, because it requires additional tracking and casting to access the
sf::Drawable functionalities. Or the other way around, it's cumbersome to have a container of
sf::Drawable, because it requires additional tracking and casting to access the
sf::Transformable functionalities. This is not issue for custom classes, but when it comes to reusing SFML's classes it won't work.
A class that aids as base class for Sprites and Shapes and combines Drawable and Transformable would make possible again to mix them all.
This was just to clarify what's going on here, since the OP didn't include the reasoning.
If you use anything like that in your code, make sure to give it a different name "object" is about as generic as you could ever get and nobody will understand what it actually is.
While I certainly see the issue, I'd say that your design might be flawed. I can't fully judge, since I didn't see your code. I generally wouldn't go with one container hold all objects that can be drawn or transformed, instead I'd most likely go with some sort of Entity class that has its own public API, that gets used inside the game, while the Entity itself holds a sprite/vertex array/shape and forwards the calls of its API to the inner drawable.
That way, it's easy to just create a container of Entity and you don't have to bother with Drawables and Transformables. But it really depends on what you do.