Maybe it's biased from my personal experience but I feel people overestimate the importance of the engine features for big games. When you do big games, you often write everything yourself
My friend works at a studio who's doing an open world game in Unity and they did : their own terrain system (with their custom tessellation, collision system, etc.), their own LOD system, their own pathfinding algo, their own crowd sim, their own multiplayer sync, etc.
Similarly, this person :
https://www.youtube.com/channel/UCs1njLLfUBCTAfSZ3Q7gq2Q
Did not had to wait for Godot (pun intended) 4.0 to make a very cool terrain, particle and water system.
The part that does really matter is the core rendering engine, and this should improve drastically in Godot 4.0