This applies so much do gamedev. I’ve tried Unity, Unreal, and Godot. But I’ve never been able to produce anything, because there’s just so much to learn. Rigging, particle systems, AI pathing, etc. And so much weird bugs and workarounds. Unity in particular sometimes seems like it was hacked together, and there’s always multiple ways to do everything (DOTS, UI, animation), the broken “beta” way and the “legacy” way.…
It wasn't until I start coding directly with HTML canvas that I was finally able to produce code and workflows without the battle. I don't understand why pushing and popping to transformation stacks isn't the norm, when it is just sooo much cleaner. As soon as an underlying framework introduces an object hierarchy for rendering state, in the form of a display list or scene graph, it takes away so much of your ability to structure game state how it best makes sense. I would even say that ECS (entity, component, system) is often times an attempt to smooth over the opinionated framework problem, but it isn't all that great compared to plain and simple data structures for your game state.
I wish more people were using rendering libraries such as Kha (http://kha.tech/), building tooling on that sort of tech, and making those lower levels more robust and portable.