Earlier quoted context omitted.
ECS is for me the natural way to design games. I wouldn't even know to design them any other way. I started game dev with love2d which is a pretty minimalist framework. When I participated in a game jam, I needed a very flexible system that would allow for quick prototyping and would handle many different entities. I ended up writing something which I later realized would be an ECS system. It worked great and I would…
ECS and OOP are sides of the same coin, although apparently it is only visible to those that read SIGPLAN papers. "Component Software: Beyond Object-Oriented Programming" https://www.amazon.com/-/en/Clemens-Szyperski/dp/0201745720 One of the first publications on the matter.
As an example you could say that Scheme is more object oriented than Java or vice versa and there would be valid, typically cultural reasons for each.
In terms of ECS what kind of happens is that, yes, you have a model of an entity and can think of that as an object, but that is a projection of a set of components or a relation. You're not really talking to the entity as a whole all that much anymore. And it's not just "it satisfies this set of interfaces" either. Your systems literally define data transformations, each on a focused set of related components that matter to a system, which seems kind of the inverse of hiding data behind object interfaces.