edit:
Seeing this has been linked outside of game-development circles: "ECS" (this wikipedia page is garbage, btw -- it conflates EC-frameworks and ECS-frameworks, which aren't the same...) is a faux-pattern circulated within game-dev communities, which is basically a version of the relational model, where "entities" are just ID's that represent a formless object, "components" are rows in specific tables that reference an ID, and "systems" are procedural code that can modify the components. This "pattern" is always posed as a solution to an over-use of inheritance, without mentioning that an over-use of inheritance is actually bad under OOP guidelines …