While it’s easy to get in and make something (it’s got all the bells and whistles) it also suffers from the monolith problem (too many features, old code, tech debt).
The asset store is gold but their tech feels less refined. It’s leaps and bounds where it was when it started but it still has this empty feel to it without heavy script modifications.
There is the problem. The scripting ending designed around mono doesn’t translate as well to CoreCLR and using the same Behavior interface gets a little more complicated.
There are times (even with my own engine) that one must let go of the old and begin a new. Dx7->dx9, dx9->opengl, opengl->vulkan, vulkan->webgpu.
EDIT I was just thinking, returning to this a couple of minute later, that if Unity wanted to prove they really care about their Core, they would introduce a complete revamp of the editor like Blender did for 3.X. Give more thought to the level editors and prefab makers. Give different workflow views. Editing / Animation / Scripting / Rendering / Post
As it stands now, it’s all just a menu item that spawns a thing in a single view with a 1999 style property window on the side like Visual Studio was ever cool.