I want an ability to nest game mechanics into 1 game component and to turn on and off. Because having a hundred tightly coupled components on complicated character is inconvenient and not flexible. Like here - a lot of components "3rd person input", "effects", "inventory", "sounds", "alerts", "health", "platform" etc etc... and inspector is overflown with components, and setup is way too complicated. For instance, I have a character who can run, shoot, jump and roll. I have one script "Character Controller" on it with nested systems/mechanics "run", "shoot", "jump", "roll", independent from each other. If i turn off "shoot", he cannot shoot but still can do other moves. Or I can insert another implementation of shooting... or throw grenades instead. Something similar done here, that's what I like (but here guy created his own implementation of ECS and own custom editor): I'm not sure if it should be posted in DOTS topic, if I'm wrong please move it to another place.
If I remember correctly, you can disable whatever system you like in the entity debugger. If you want to disable many systems at once, you might create a system group for those related systems, and turn them off by one click. If I'm wrong, the only way seems to hard code it. You can't put a system script on an prefab or gameobject if that's what you want to do.