In short; do you see reasons why to have both an entity manager and renderqueue that are able to add new game objects (entities) / mesh instances (renderqueue)?
A render queue is usually a thing where renderables that are actually to be rendered just now are collected. It is filled with rendering jobs (to use the most abstract term here) resulting from iterating the scene and passing visibility culling. The queued jobs will be sorted by some engine dependent criterions. It will be re-build for the next loop run (if we let coherency mechanisms aside). As such, a render queue doesn't know what game objects are, and hence there is no meaning in comparing it with the entity manager. This is decoupling in action, so to say.
IMHO "new game objects" defines a game object that is added to the scene. For sure this has an impact on the game object management, but it should not have an impact on the render queue. If the object is in the scene, and it passes visibility culling, then it is (indirectly, but nevertheless) added on-the-fly to the render queue.
Do you have another definition of render queue?