I think I have an idea of what you are getting at, and I wish you luck in the solution. I also thought about doing such a thing in my project, having components do the “heavy lifting” of things like health, shields and magical reserves. I would then have the Actor with these attached components, for example one NPC has a health component and another NPC does not. The one without the health component would never “feel pain”, would never die. There’s no health component to tell it otherwise.
While I could get it to semi-work, I was not able to find a way to actually pull that information from the owner (the one the component is attached to) of the components. To be able to use that information in such a way that I could manipulate it. That was the part that was eluding me. I still like the idea, though. I think it’s the way to go, just don’t have the knowledge yet of how to pull it off.
If you find your solution, please share.