I think a balance needs to be found. Maybe what you're looking for in Casey is not what he provides. He tries to provide people with sound engineering foundations on which huge engines can be built.
I think this isn't what a lot of people (including me) are looking for. They are looking for a tutorial on how to build a relatively competent engine from scratch in a decent amount of time.
Which is entirely possible, I don't claim to have Casey's engineering chops, but in college (about a decade ago), I built an engine with dynamic lighting, physics, loading 3d models and integrated Lua scripting from scratch in about a month while doing my classes.
It was as I remember, between 10k and 20k lines, of not very pretty code.
While I wouldn't show the code as an example to anyone, even if I had it, I think people need to realize, that for their own game, writing the necessary engine plumbing might be entirely possible, and a lot more possible nowadays, and if people actually built a community around this attitude, a lot of tooling, whose lack can be painful now, might just emerge from folks.
I think if you can build solid engine foundations in a month, that's a lot less time than what you'd have to spend with wresting Unity's broken, undocumented, ship-of-Theseus, features (Scriptable Render Pipelines), doing frustrating trial and error, and mining obscure forum posts for nuggets of info.