

I believe the argument is that not every case needs or desires high fidelity realistic lighting. It is similar effort to take a godot game into a stylized, curated lighting direction, or take to a realistic direction. The trade off to Unreal’s approach is significantly more effort to “undo” the realistic lighting and then implement the stylized vision, if that’s what the game calls for.
But I do agree, there is value in defaults and it’d be nice to have a “make shit pretty” button that drops in preconfigured hyper real excellence.
I’m following what you’re getting at, it just feels the dev quoted makes “fiddling around” sound like an undertaking - users need to build custom lighting or change the engine in some way to get similar results. The real extent of fiddling in this case is dropping a node into a scene and making a few pointed selections.
Users preform this action a lot in godot. Everything rendered starts as a node, dropped into a scene, and making selections. Making a game would be “fiddling around” under this same context.