Those aren't orthogonal. There's a pretty wide design space for component systems. Lots of games use "components", where game entities are split into pieces for different game domains (rendering, AI, etc) without going all the way down the entities/components/systems path.
It is true that most games don't use MVC. I think that's because MVC isn't a good fit for games. It seems to work fine for business apps, though more experimentation is always good.
I think swannodette's post is less about MVC and more about declarative manipulation of the DOM. As long as you have a function somewhere that creates that representation and a way of handling events you can use any sort of architecture you want.
While some big games have used it, a lot more games are still stuck on class hierarchies.