I think that's just the nature of game dev. CRUD apps seem like they're all basically the same, yet we still hand-code them because there are always weird quirks and edge-cases. This is 10x more true for games (at least, remotely interesting ones). A game engine that supports exactly the kind of game you're wanting to make, out of the box, is not really going to support any other kind of game (or even very novel ones within the same genre). So the "everything" engines have to stick to the very most basic, least-common-denominator features, and even those are sprawling and require compromise.