System component entity – How are one-to-many relationships generally expressed in the ECS architecture?

I'm trying to implement a simple ECS to help understand the concepts, and I have a little trouble understanding how it would be used in cases where there is no mapping one to one between entities and components.

For example, as I understand it, ECS can for example define a "drawable" component, which contains a mesh identifier and a material identifier required for the drawing. It's easy to understand in case you want a game like Super Mario, where each character is represented by exactly one sprite at a time, but what if you need more than one? a mesh to draw certain characters?

Is it common to allow more than one component of the same type on an entity? Otherwise, would you typically have one entity for each extractable component and implement some sort of "join table" to map subcomponents to a parent?