Earlier quoted context omitted.
While ECS means you're using a "data driven" approach, you can have a "data driven" approach without having to use ECS. It's all about having configuration data separate to the logic. And use this data to setup and build the game elements. Here's a couple of videos I created: How to start with Data Driven Development in Godot: https://www.youtube.com/watch?v=ZG__fXSp74c What I can do with it in my game, One Way Dunge…
ECS is commonly described as "data-oriented", not "data-driven". It's confusing, yes, but the have separate and unrelated meanings in the game development space. The former is a methodology for building engine systems that are cache-friendly, the latter talks about workflows that are more flexible to artists and developers. You can use ECS without "being data-driven", and you can use data-driven workflows without ECS…
True, I've read about ECS being used for one or both of those purposes.
My first contact was ECS was as a composability pattern. So, in a "high level" purpose, as an alternative to inheritance. It was also described as "Game Object - Game component" pattern.
See http://gameprogrammingpatterns.com/component.html, specially the sidenote in http://gameprogrammingpatterns.com/component.html#no-bj%C3%B....
There's the "performance" ECS, where it tackles data locality.
And the "game element definition and configuration" ECS, where it solves a high level problem of building game elements. On the "game developer" level, Unity works like this.