Seems like if you're doing this for a hobby or solo/small team then maybe it's reasonable.
For most people where they want to be a game dev but they probably will just work in industry, it seems like learning the major engines to competency cannot be ignored.
Heck, I've seen someone build a visual novel-type game with WinForms. That was actually a sensible choice for the game's presentation and interaction needs.
Of course if you want to become a game dev at a studio then you should be competent with whatever the studio uses (or something comparable so you can pivot to their stack). If you only want to make your hobby project and maybe publish it later it doesn't matter if your engine is Unreal, MonoGame, RPG Maker 2000, or vanilla JS/DOM.
I would say that one of the "Miscellaneous Thoughts" at the end of your article answers your question pretty well:
> I need only the best fancy tech to pull off my game idea
Then use Unreal! There's nothing wrong with that, but my projects don't require those kinds of features (and I would argue most of the things I do need can usually be learned fairly quickly).
Rust (the top 10 most downloaded game ever on Steam) is built with Unity. However they ended up to write their own netcode anyway. Of course Unity isn't known for the best netcode, but how much an engine helps is often overstated. Genshin even bought Unity's source code to customize it.