The main challenge for building a game is the content - the art, level design, enemy design, terrain, story, etc. The game engines and coding tend to be (a) more portable between games and (b) have more people interested in contributing relative to the need.
I was part of a game design group in college, as an extra curricular. We had tremendous unmet needs for art and sound design, which really limited the games we could make - maybe one or two game the 6-12 projects each year actually had the skills they needed. Part of that was probably the group running out of ACM and thus just having better ability to attract CS than art types, but I got the sense it was partly the type of people interested in building games for fun.
[2] https://www.epicgames.com/site/en-US/news/sketchfab-is-now-p...
It might be slightly simpler if you assume realistic 3d art style. But even then what's considered realistic 3d game art has significantly changed over the years.
Maybe this would work better if the repository served not only dumb file storage but tried to establish set of target requirements (updated once every few years) to improve the compatibility assets. Something like opengame-3drealistic-2020 or opengame-2dtopdown-pixelart-v3. Where each category means very specific rules and maybe some reference pieces meant to ensure compatibility. Downside is that it significantly raises the entry barrier and reduces amount of artists willing to make something which fits very specific requirements, instead of making whatever they want and then sharing their work. I am also somewhat concerned about loosing creativity.