Game development also requires non-trivial base knowledge about a broad range of topics, i.e. 3D meshes, materials, rigging, lighting, and/or 2D animation, UI concepts, some audio stuff, knowing how event-based programming works, generally, etc. Gaging base knowledge might be difficult! Most people don't need to, or event want to understand the whole huge thing to work on their projects... So even among those interested that's still a tough sell.
It would bother me less if the documentation was better. Even in Unreal Engine many of the entries in the API docs are generated from whatever sparse comments are in the engine code. It seems like the standard way to learn these things is to either be motivated enough to stumble around for a few years using tutorials, YouTube videos, overly terse official docs, and reading engine code, or learning from someone who already knows what they're doing, either at a university or on the job. I am pretty green though, so I may be making some faulty assumptions.
I've found forcing myself to learn Unreal's Blueprint system taught me more about game development in general than bigger projects in Godot because Unreal is so much more opinionated, but you can pretty easily dig into the mechanics. Godot being so close to Python was nice, though. The videos at LinkedIn Learning (formerly Lynda) are outdated for Unreal, but deeper than tutorials, and useful for basic game creation knowledge and parallel skills like 3D modeling software.
These were my first two books on the subject:
https://www.amazon.com/Tricks-Game-Programming-Gurus-Andre-L...
https://www.amazon.co.uk/Building-3D-Game-Engine-C/dp/047112...
So I imagine a local library or bookstore might have some dusty books from Andre Lamothe, Game Development Gems book series, and whatever else came after.