No general pattern that worked everywhere tbh, just modifying the logic slightly to demote the dependency, or some kind of lazy init where the entity isn't fully initialised after creation and needs to go through a manual init() process before it gets activated for gameplay.
In some places, I used to do things like (pseudo-code)
class Entity : protected SuspendableIF
{
Entity()
{
SuspendableIF::Suspend(this);
}
}
(calling a factored method from a family acting as interface in the constructor)
I just changed it by duplicating the factored code SuspendableIF::Suspend() in each "sub-class" ; and I stored specialised function names, i.e. (Entity::s_className)&_Suspend(), as member data to make it accessible in Family/Interface