Earlier quoted context omitted.
> why huge commerical engine like Unreal Engine or idTech don't even lift a finger about that? https://docs.unrealengine.com/en-US/ProgrammingAndScripting/...
But according to the documentation, that is just a OOP-hierarchy in which they separate the concerns, they miss the S in the ECS.
The "S" in unreal is a tick. It's been about a decade since I last worked with Unreal but there was very much the concept of systems that processed batches of things in areas where performance was a concern.
Keep in mind that ECS is a design pattern and just like any design pattern applied blindly you can end up in a worse place than you started. A FactoryDispatcherQueuePatternImpl helps no one despite using many design patterns. When it comes to ECS it's much more about the spirit than the letter of the law.