I am not sure what the animosity towards UE4 that some people exhibit here. I mean, its definitely the engine companies opt to use for a lot of major AAA games (especially in Japan), so while there are a lot of great engines out there that were listed before, most of those aren't really versatile in the sense that they are not available to be licensed (can companies license the Anvil engine? DICE? etc) and we don't know what kind of versatility they would have if they were available to be licensed.
We all heard about Frostbite troubles with Anthem from Kotaku and other places and I am sure other engines would exhibit the same issues:
https://kotaku.com/how-biowares-anthem-went-wrong-1833731964
Personally, while not every game has to use UE4, I am happy that a lot of games use it. It provides for a good cost vs benefit ratio and after the disaster that was the Luminous engine (for SE anyways), they don't really want to start developing in-house engines again.
I have a bad experience with Unity games and don't consider that engine to be anywhere near as robust as UE. In fact, when I see the Unity logo, my mind automatically switches to "low production" predictive mode.
Is UE4 the most technologically advanced and innovative engine out there? Hard to tell. I would definitely love to see someone license the HZD engine and prove how versatile that thing can be. Could it look as awesome and perform as well if it was built on UE4? GoW engine should be awesome too.
I'd disagree on that. The bigger AAA companies have their own internal engines because UE is holding them back in one way or another.
Do you have a breakdown of these features? Aren't most modern engines customizable enough that you can swap features in-and-out and implement them as needed? It sounds you just don't like UE4 for some reason.