> just have things called “entities” which own things called “components” - are hard to work with, almost by definition (ie you have to be very explicit about data layout and dependencies).
My experience has been completely the opposite to this. In fact being explicit about data layout and dependencies is a hallmark of a OOP rather than ECS.
In compiled languages the dependencies in object hierarchies are fixed at compile time and can only support tree designs, so you have to plan ahead for all possible combinations to even build relationships with OOP, even with composition (because its static).
With ECS everything is decoupled so you can write a system that does X and it affects nothing else.
This leaves you free to design by isolated processes rather than by code structure, and entities naturally do whatever processes their data supports dynamically.
Makes iterating designs incredibly rapid and offers design options that are convoluted and fragile with OOP such as completely changing what an entity does at run time.
For instance you can move the keyboard input component from a player entity to a monster or even something as random as a building and it just works - you didn't have to design for it, you don't even need to change any code. Remove the health component, now the entity is invincible, remove the gravity component and now it can fly, add a homing component and now it seeks a target. All this is trivial and can be done at run time. Want flying flaming lampposts the player can control? Just combine the appropriate components. Need to drastically pivot the design? Vastly less work than OOP - sometimes just a case of changing the data in components or their combination in entities without touching systems. Don't need this flexibility? Still gives you a more modular and less coupled design.
As a nice bonus this flexibility comes with more cache friendly performance than static hierarchies to boot.