Unreal is the best comparison but the original statement isn't entirely bullshit. What Unity did (as does Unreal) is make the game engine more as a
platform as the goal in and of itself. That is, wide feature set, mostly stable APIs, incorporating developer feedback, deprecation/evolution paths, etc... whereas other engines like idTech are more like a static library drop that you're expected to then tweak & adjust to your needs. And those other engines were often developed for a specific game, and then sold as more of a "why not?" than being the goal of the development. idtech, for example, was consistently developed very specifically for the id flagship game of the generation, and it's design decisions & tradeoffs reflected that. There's a reason that as widely used as the idTech 3 was at the time, it also was nearly exclusively used with FPS games - the engine wasn't a good fit for other things, and id wasn't really investing in changing that.
It's not unlike the library vs. framework debate of the modern JS world. Unity & Unreal are more frameworks, while most other engines are libraries.