I agree using marketplace assets without truly understanding them will lead to problems. But dissecting them and learning the code that you need for your game, optimizing and customizing it for your game will work.
You are right about code plugins, but that’s the point. Don’t use marketplace assets in your game unless you know what you are doing, but use marketplace assets to learn how systems are made so that you can design your own.
For example you talk about code plugins not being updated and not working on packaging. If you instead of relying on the code plugin, dig into the C++ figure how it works, then implement only the parts you need into your game and truly understand whats happening you can make it work. Never rely on someone else to make your game(unless on a team), take control or always be waiting on someone else.
Another great example is ALSV4 a free animation system that is very good looking. Except it has several bugs built into that have not been resolved. So what do most developers do that use this system successfully? They either fix all the bugs or rip apart the code and rebuild the system with only the features they need in their game, also replacing all the bugged features with other features that work.
In every software field there are tons of assets that are not even well made that are successful. However if you don’t even know how to recognize whats good and whats not good, how will you be able to determine if your code is good or bad? Especially if your debugging knowledge is limited.
For beginners learning is the priority, no one expects a beginner to make a game in less than year except the beginner.
In the end, knowledge is knowledge, how you acquire it and use it is on you. Whatever works best for you is whats best for you.