I think the prevalence of these sorts of issues is why ECS is such an appealing architecture in game design. OOP seems to always devolve. A new feature is needed for the game, the feature breaks some well established design rule, it's challenging/slow to refactor everything to make sense while considering the new feature, and so a kludge is implemented where existing objects are forced to be more flexible than planne…
Ah, ECS. The most ill-defined software pattern since IoC/DI. Everyone seems to have their own understanding of it, usually somewhere on the spectrum between "what if we kept the game state in a relational database"[0] and "what if we put any individual type of information into its own big array, so it's CPU-cache-friendly"[1]. I wrote several such systems for my own toy games, at various points of that spectrum[2], a…
ECS is like any other framework. It is a tool or system, for organizing your efforts. Be very liberal with using it in its intended scope. Be judicious when its at the edge of its scope. Be very skeptical when its outside of its scope.