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.