All events in one "EventManager" class - is it bad design?

In my current Unity project I implemented Event System in most simple way. All events are stored in one class, are public and can be invoked or subscribed to from any other class.

public class EventManager : MonoBehaviour
{
    public event Action<Player> PlayerDied;
    public void InvokePlayerDied(Player player)
    {
        PlayerDied?.Invoke(player);
    }

    public event Action<int> HealthChanged;
    public void InvokeHealthChanged(int newValue)
    {
        HealthChanged?.Invoke(newValue);
    }

    // etc.

}

It is very easy to use, because all other classes need reference only to EventManager. But since events are public and can be called from anywhere, I feel like it is bad architecture.

(Of course, I do unsubscribe from events in OnDisable)

So, before my project scales, I want to know is this really a bad design and what issues can it cause?

If it is bad, then what would be the best alternative?

Well the 1st principle in SOLID is the single responsibility principle, which states “every class should have only one responsibility”.