I agree.
In the meantime you can use Paper2D with the normal 3D assets. Paper2D comes with a tileset editor, but it’s not super advanced.
A camera can be configured in 2 modes (perspective, ortographic). Currently there are some problems with ortographic but it gives the view that most 2D games have.
There is a plugin for 2D sprites which acts as a state machine, just like the animation blueprint asset for 3D skeletons.
For physics, I can recommend implementing your own movement component in c++ which is either entirely new, or inherits from one of the simpler movement components (not character movement component, but floating pawn or even simpler). In its most simple form you can make one supported by a Pawn that has 0 default movement / physics and 0 pathing logic in it. I like that because the more complex ones especially the character movement component are filled with things your game will probably not use. It’s not possible to make a single movement / physics component that fits every single project. I figured it all out here:
Pawn movement, what am I missing? - #6 by Roy_Wierer.Seda145
Here I made another topic about 2D games and what a proper implementation in UE could be like.
[UE5.2] 2D level building, but it's not grid / tile based. Implementation question.