Unity have bloated their boat so much with things like this that they had to start over with a Unity “Tiny” framework… Just like Visual Studio vs Visual Code.
While people are asking for more and more things like this to be built-in, I wish EVERYTHING were plugins, so I could easily disable all the bloated stuff I particularly have NO intention to use in Unreal.
An interesting scene that is growing amongst engine users is a group of devs using smaller less known engines because Unity and Unreal “-have too much, mostly things my game will never need and is a waste to build my project on top of all that zombie code…” (thus Unity now starting their “Tiny” project trying to take back that group of devs).
Things like in OP probably need core pieces to be injected into the core engine, can’t be just a plugin, and for that I am against Epic implementing these things making grow “engine cost” (runtime performance cost of engine below the game I’m building) and I can’t opt out by simply ticking a plugin off.