So there are a few different changes coming up and I'm going to try and be specific.
The change to make all GameObjects also be entities will allow two avenues to performance improvement: allowing you to use chunk storage (IComponentData), and letting you write Entity Component System (ECS) style queries to operate on data on your game objects. If you've still got traditional based MonoBehaviour simulation, with individually allocated Component data and OOP style updates, it won't be any faster due to that change. But it does make it easier to write ECS style code operating on primarily GameObject data.
There are some data design changes to the TransformHierarchy (internal transform representation that backs the managed Transform component) that may improve speed under some circumstances by making it easier to process in parallel.
I wouldn't anticipate a significant improvement in performance of traditional MonoBehaviour style APIs as a result of these changes specifically. That said I do anticipate we'll use ECS for all to accelerate internal features (and there are other, unrelated, changes going on related to scripting performance) so we'll definitely keep you posted. Except for FindObjectsOfType which should not be used in performance sensitive contexts.