It also has a statically typed storage for game entities, something ECS-based engines are lacking and in fact many people have tried to write an ECS wit hstatically typed entities and all (including me) ended up conclusing it's not possible in the current Rust.
Oh and if you care about "deep level details" then i can still say fyrox has better internals. I know people who have given bevy many more chances than me and each time ran into a brick wall when writing an actual game.
And I know people that have used bevy to make games and liked it more than any other engine they tried before. Many people are already using it in production, there's also multiple games built with bevy released on steam with many more in progress.
It's completely expected that it doesn't click for everyone, but I don't get why you are framing it as if hitting a brick wall is the only experience that people have when making games with bevy. Plenty of people just don't like the ECS model. That doesn't mean that bevy is bad. It's just not for them. We are lucky enough that there's a great alternative in the rust gamedev ecosystem like Fyrox for those people. It doesn't have to be a competition.
While bevy is a decent piece of tech, it gets way more hype than it deserves, especially when there are more mature and capable alternatives.