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cobalt

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what you suggest by gluing libs together is more like a framework. Engines have cohesive asset systems that tie into engine and gameplay systems, networking has to work with the gameplay layer, etc. Also, tooling is like 90% of what makes an engine worth using. You need asset importers, level editors, scripting solutions (often visual these days), data editors

This is really the case for all engines. Unity is a bit of of an outlier, though took a long time to get where it is.

Unreal Engine is really the Unreal Tournament/Gears of War engine at its core.

Good engines are those that are focused on what the game needs. YAGNI/KISS apply here too