Maybe but Transform is an obligatory component and thus can't be seen as a component of an object but just a fixed part of it.
In Gamestudio there are similar concepts of "Components", but are called "action" here. Only thing is that those actions aren't really controllable compared to modules / components.
A system with a single class per actor also isn't really viable because it is too limiting. You have to write a lot of code in order to share code between two classes (e.g. an actor. you would need the same code for input in a character, a vehicle, but for NPCs you need a different "input". This is much more complicated than a component based system.)

Imho the best way is to use a mixture of both (In fact, Unity supports such behaviour: Just create a base module for all your classes you want to have for your game and use this as a base class, not MonoBehaviour)


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