Everything here is bad and wrong on so many levels. It's hard to even wrap my head around the amount of wrong going on everywhere here.
The initial Object Oriented (OO) code - as partially demonstrated by the author, and more succinctly by the grand-author - is badly designed. In the grand-author's slides they remove a number of these stupidities, which the author appears to ignore (both for final performance comparisons and for understanding why they were even there). Notably they (the grand author) originally built a reflection (runtime type) system [0] directly into their game objects (application level code). This of course means they then ended up fighting their programming language over the performance of this as they attempted to use and improve it.
The author's improved code is also a total failure. He removes a significant amount of the flexibility in the original system, which was a requirement of the problem space. By removing features he gains a significant amount of performance (in actuality about 2x - not 10x - compared to the grand author's slides). The lack of understanding why those features were there in the first place demonstrates he doesn't understand the actual design space of the toy demonstration code. It also demonstrates he failed to read the grand-author's slides where they go through some of these changes and why they aren't viable.
The author also fails to even discuss the Entity Component System (ECS) which it should be noted is still faster (and feature intact!) than the author's code. I cannot be more emphatic on that point, an ECS is a solution to the performance of run-time composition problems, and it still worked even better than an attempt to do the OO solution right (again by removing features!).
Though the author makes an excellent point about how most ECS solutions tend to fight the programming system they are in, he doesn't really explain or demonstrate it. What the grand-author did wrong here (though probably actually not in their talk considering who they work for) is not point out that the ECS should be part of one's programming tool to be most effective. Notably the ECS optimization should be part of one's programming language [1] (a game engine's programming language - like Unity's - would count).
Point is this author is very wrong and does not understand design (in general) nor the entity component system pattern in specific at all. The grand author's example code base is disingenuous of actual OO principles, and does not provide reasonable advice on how to deploy an ECS. Oh and they both got wrong that ECS solutions should be part of one's programming tool, not application space.
[0] Engines are often attempting to solve a sufficiently complex problem space that they require runtime type systems. This is not something one can avoid unless writing a bespoke "engine" for a single game.
[1] Unless your programming language is sufficiently advanced to allow creating - effectively - compiled code at runtime as a generalized library. Which C++ is because of template meta-programming, but the included example code is not.