I have been looking for similar books for a long time. The problem here is that when it comes to literature, when it says "game engine" there is almost certainly "render engine" inside. My current thesis acutally covers this topic a bit, since I cannot understand how come there are no good books out there about the high-level game architecture.
The best thing to do is check out other engines, especially open source ones since you obviously can see the source code and understand what they did.
Studying the Quake III source is a bad idea. Although quite interesting, we are talking pure C here. Typedefs and structs, hand-written assembler and whatnot. You surely will learn a lot when going through it, but probably not what you asked for here. See an interesting blog post on id Tech 3 here.
One engine that mobilizes lots of modern patterns and rather clean OOP is Delta3d (delta3d.org). The website contains good documentation, especially on the architecture, entity framework and messaging infrastructure. I like to mention this engine since it seems to be rather unknown. Although it was devleoped for military simulations, the general concepts of the actual high-level game engine are probably applicable to your situation.