It's called entity-component systems in games. Note that OOP was designed for simulations but games, the only kind of simulation people like using, don't use OOP.
I think the more accurate references is "Parallel arrays", aka "Structure of Arrays" (SoA) [1]
The amusing thing is that SoA is something you could see in old languages that didn't have data structures, or the code of newbies that don't know data structures.
Gaming has always been pushing boundaries of what's possible performance-wise. For high-throuhput data loops, there's already established patterns used by gamedevs that maximize use of cache and cpu/gpu.