Well, not equally effective, some of those targets are likely to have higher WILL than others, and some might have powers or traits that come into play when pulled. It's exception-based design so anything is possible. As the DM, if your player has a power and you don't see that power working quite as written vs a monster you have in mind, a quick tweak to the monster could take care of it. The golem could be immune to powers with the Charm keyword, the wizard have a startlingly high WILL, the 'fighter' (Soldier-role NPC) an immediate action that lets him shift after being pulled - and, really, the dragon should have no problem advancing on a puny human.
You can also just adjust how you visualize the power to the monster it's being used against. The flavor text of the power is quite explicitly just an example, afterall.
Against a fighter or dragon, you 'show weakness,' goading them into attacking over-confidently (not that it's really /over/-confidence in the case of the dragon).
The golem is easier, it runs of fairly simple programing, you note the conditions under which it advances and re-create them.
For the melee-allergic foe, you don't 'show weakness,' but feign inattention, giving him a chance to 'escape' if he just scampers past you.
Against a mixed group, it could be better visualized with positioning - the way akido masters move adroitly so that enemies get in eachothers way would be an example. You position yourself so the golem's advance forces the wizard forward and the fighter sees a golden flanking opportunity with his dragon ally, and in a moment, they're all - intentionally or not -
right up with you.