Intuitively, yes.
In practice, I think once you actually use an ECS for a game you won't want to program them in the traditional OOP way.
Except games rarely have that rigid a structure, and maybe you want a sword that also has laser gun features, or an axe that's also a magic staff. That's a lot of subclassing and further dividing up your game objects into rigid hierarchies that become difficult to modify later without unintentionally breaking stuff (was it the logic in the Sword class that grants that damage bonus, or in the Weapon class?)
It's nicer to be able to say "I have a weapon entity, I'm going to attach the `SliceDamage" component, the "MagicAttack" component, and so on, and call it a magic axe. It's easier to maintain, it can change at runtime, and the behaviour code only exists in a component file that only does that behaviour, rather than nestled in some lowest common denominator of a hierarchy of classes.