Game systems that override `GameSystem::ShouldBePaused() { return true; }` have their `IsEnabled()` state automatically toggled when the game is paused/unpaused. This behavior is unexpected, as `IsEnabled()` should be an independent toggle separate from pause handling, considering that a common use case of `GameSystem::Enable` is to turn on/off the system when you register a component or after all components have been unregistered.