It kinda doesn’t matter if you’re importing road spline actors, parcel actors, building actors, or other kinds of actors – you still want to manage them in some kind of partitioned space, and you still want some kind of art path that allows you to make some change upstream, and then re-import / re-build everything without losing changes made to other things. This requires developing your own tools / data path – that’s just the nature of the beast.
Personally, I’ve worked on four previous, well funded, metaverses, two of which still have plenty of users, so I think I have some experience to answer this 
I think a blockchain is a fantastic way of reaching distributed consensus among actors that don’t trust each other, with a defined minimum cost of cheating. It’s really quite elegant at doing that!
There are some costs associated with a blockchain, that make many applications, especially real-time applications acting on large volumes of data, wholly unsuited for blockchain applications.
Not only is the blockchain a very slow database, but it also has miniscule storage capacity.
You cannot reasonably store any amount of 3D asset data on the blockchain. The best you can do is store a hash of the data and reference URL to the data. This is how NFTs work today, but it has the obvious drawback that URLs rely on servers to be around forever, and if there’s one thing we know about the internet, it is that they aren’t.
Even if you delegate to something like IPFS, performance will be absolutely abysmal. Maybe if you built a distributed file system (bittorrent style) on top of all your players, with seed servers operated by you for backup, it could be made to work. But then we’re back to “relies on servers” again.
Not even the most advanced blockchain approaches (successors of NEO, ETH2, and so on) will come close to supporting what’s really needed. If you want your project to succeed as a product, and not just as a fundraising stunt, then I highly recommend you carefully benchmark what it is you really want to accomplish.
So, that is my advice: carefully choose the right technology for each task. That, and “make sure your art path supports incremental updates without bogging down build times or invalidating too much other stuff when editing a single thing.” Almost every game development project with 3D content ends up with the art path as the single biggest lever for success/failure. It’s really that important!