To be honest, turn based game case is really bad example.
As the genre speaks for itself, is taking turns. And turns take typically more than a second. That gives plenty time, to run logic across span of 1 second many times over.
Such approach does not feel right to me. You still end up something moving before something.
RTS games would suffer, from such approach. In ECS context, you have AI system, as decision making. Every unit entity makes decision in that very moment and frame. Then got targeting system. Then got fire system. Then got move system. All can be done sequentially. No need to make entity A target first, before entity B, or vice versa.
I remember someone mentions while ago, about updating same systems multiple times per frame. I think manual Update is more than sufficient now, if needed.
Maybe there are valid uses, but personally I can not see them atm.