The specific architecture in question tends to be full of soft dependencies - most ECSes don’t allow you to simply store a piece of data without opting in to all systems matching the data type executing arbitrary code on it. So much for separation of data and behaviour. No, now they’re even More dependent than they are in the usual OOP sense and you might not even know it.
Furthermore, usually when you want to think about in-game entities, you want to look at a single class. Now all entities’ data is split into numerous components and all entities’ behaviour is split into numerous systems and you don’t know frame by frame how they’re gonna interact, provided you even know about all systems in the first place. It’s total spaghetti code.
I’m much more inclined lately towards a shallow actor system . If I want to know how player’s behaviour functions, I need only look at player.cpp and nothing else. Then, to reap the benefits of data oriented design, certain objects can use a certain allocation scheme that makes sense for the object in question. In the general sense, any Component<T> can just have a vector<T> or an unordered_map<T> of all components and the memory access is abstracted away without it being detrimental. That’s C++’s whole deal actually, zero cost abstractions.
I wouldn’t call an entire paradigm shift in which one rewrites everything from memory allocation all the way up to ‘use WASD to move’ zero-cost in any sense.
In C++ it is trivial to overload new, or derive from some class which does, or to write a custom allocator, and frankly there is zero need for the same person who’s writing ‘use WASD to move’ to know about memory management.