Assigning filters in the constructor breaks keyframe animation?

Dear community
I'm having a strange issue and I cannot pinpoint the problem here.
I have a subclass of MovieClip which assigns some filters in the constructor. Something like this:
public class MyMovieClip extends MovieClip
    public function MyMovieClip()
        super();
        filters = [new DropShadowFilter(2, 45, 0, 0.75, 4, 4)];
Then I created some Symbols in my Library and assigned "MyMovieClip" as their base-class. So when I place these Symbols on the stage and test my movie, they get the shadow-filter applied, just as I wanted.
But if I try to animate these Symbols (no matter if it's motion-tween or classical-tween), they won't move at all. They will freeze at the first frame (the timeline is actually played and animations work, but not for the symbols with the filter). If I remove the line with the filters from the constructor, it animates normally. It also doesn't work if I assign the filter every frame (eg. on ENTER_FRAME).
Important: I know that I could add a shadow-filter in the Flash IDE instead of doing it in code, and that this would work for animations as well. But this is just a simplified example, because in the end I would like to add a custom shader (Pixel Bender) to my symbols instead of the shadow filter... and these can only be added in code.
This is Flash CS6 btw. I'm not sure if this worked in previous versions of flash or not.

Yes, coding the movement/tweens certainly works. And I don't want to interrupt the tweens, all I want to do is apply a custom filter... it astounds me that this doesn't work while it works fine when I assign the available flash filters via the IDE.
Is there another way to achieve something like this? What I'm looking for is a way that a non-tech-savvy person could animate stuff in flash while the rendering of the objects could be tweaked using custom shaders. The only alternative that comes to mind is to render all symbols on stage to a bitmapdata, apply filters there and then finally compose it to a large bitmap... but that sounds really costly in terms of performance.

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