Actors tend to lead to bloated incomprehensible code. Even when you do want game objects to look like independent message passing actors. Faking it is always easier.
Actors are self defeating because they turn everything into a distributed system.
That's what I was thinking. I'm trying not to write Actors off because I'm not an expert on game dev and can imagine the possibility of an unusually large-scaled game. But yeah, if you're writing a typical game, I imagine you're best off doing it the typical way that's been optimized for.