They have been very clear on their design here. In DOTS gameobjects are design time constructs. They have also been pretty clear that they don't intend games to convert. They intend for new games to use DOTS. So those games can design for the paradigm from the ground up. And that doesn't mean it's a purist thing, ie all DOTS or nothing. It's more about some of the things in DOTS like the concurrency model, burst, native collections, all need to be factored in when you have hybrid code that integrates with DOTS. Performance first concurrent design you can't just have for free is sort of the bottom line. Unity has put a lot of work into some pretty cool tech in DOTS to make it more accessible though. It's unfortunate more people don't see that IMO. The concurrency model is something you won't find anywhere else in games period. Burst and native collections are basically giving you a lot of the goodness of C but without having to use C. They are doing what they can here, and more so then any other engine out there in this specific area.