To consider engine generations as separate and discrete entities stems from id software. The engines from Wolfestein, Doom, Quake, Q2 and Q3 were written from scratch each time. Once Carmack abandoned C for C++, throwing everything out stopped.
Historically speaking, his act of open sourcing those codebases and the chronicle of cutting edge graphics/gaming development that they represent is a significant record of and insight into one of our generations leading minds. His work ethic and dedication is pretty phenomenal, he is a big personal inspiration.