It was, I think, more than 5 years ago that Matias Goldberg wrote the first demo of what speedups are possible in Ogre by following a data-oriented approach: contiguous structures, eliminating excessive branching, structure-of-arrays layouts, etc. I'm happy it's grown into something pretty usable today (from what I see).
Now it seems that all this is the standard industry wisdom, but I feel like at the time people were only slowly realizing the real cost of all those vtable lookups and abstractions.
It might not be the engine to use if you want to make Doom5, but some of the best selling games of all time of have been made in Java, or older versions of Unity, which have more performance limitations than Ogre.
Any examples of this other than the obvious one (Minecraft)? That is the only one I can think of.
It should be noted that ALL of these, including minecraft, suffered in quality because of their performance. But, commercially they all did really well.
I think Slay the Spire was Java.