ECS is not a magic bullet. Data-oriented programming has been around for long time in games and pretty much every decent particle system implementations use it, for example. But it’s harder and more cumbersome to use versus traditional object/component approaches, there’s no way around it and games often use it when they really have to.
Anyway, it’s not marketed as that, but I think Niagara could be used as an ECS for purposes beyond just particles and VFX with some upgrades.