Even in ECS's you will often find inheritance. Some implementations have you inherit a Component struct, others will have the systems inherit a System class.
I'm sure it's still used today in some engines and by some developers but the overwhelming opinion is that doing something like Entity -> Actor -> Monster -> Orc -> IceOrc is a bad idea. Instead it would be like
class IceOrc : Entity { components {Health, Enemy, PlayerSeek, Position, etc} }
Where each component is like class Health : Component { value = 100 }
And yeah, they favour composition re. Components, it's just that the components tend to inherit from a Component class. But I would still call it composition!