It's a mixed approach in the end. Bevy is 100% ECS from what I gather. Fyrox is doing a pragmatic approach of taking what's good from different engines. I'm sure as it evolves it will abandon the things that don't work in a Rust context. So to rephrase: there is definitely a need for a game engine in Rust that's not 100% ECS.
Bevy has actually moved away from the ECS for performance-critical lookups in the renderer where the ECS doesn't carry its weight. The engine isn't dogmatic about ECS use.
> Fyrox is doing a pragmatic approach of taking what's good from different engines.
And bevy isn't taking what's good from different engines? Bevy gets inspiration from everywhere. Just because it uses an ECS doesn't mean it's all developed in a bubble.