1st, it's a very, very good idea to learn about this.
2nd: in game design, performance is god and many good enterprise design practices are sacrificed at the altar of performance, possibly including "never use god objects".
A "god class" is a class that knows too much; it knows that Processors need to update Entities, but some Entities have to talk to a Processor and check for collisions with non-entity objects in this Scene but not that Scene, and that UpdateSystem needs to run part 1 before part 2 and EntityManager can only have 4 objects at a time because... WHOA WHOA WHOA, this is supposed to be a high-level class, we are way too deep into the weeds, there are too many levels of abstraction are mixed together... this class is trying to do everything. If you want to add a new Entity you may need to update 40 lines of code scattered throughout the god class to make it work.
A SOLID class is only responsible for exactly one thing; if you want to add an Entity, you define the new behaviors in one 40 line chunk, then update maybe one or two lines in directly adjacent classes, to call the new behavior.