That is the most optimal situation for all your custom code. However, since code usually depends on engine code (which is a bug dump) every change in an engine version still requires testing of your own code as a whole… and the latest versions (especially UE5) seem to be avoided for exactly this reason.
I would totally pick 1 engine version and stick with it if EPIC provided bugfixes on one, but they don’t. On a large scale project with XXX amount of people working on it I can’t imagine keeping that on the latest versions.
The latest horror show I wrote a custom implementation for is the character / pawn movement component / pawn movement implementation. Once you’ve seen that you’ve seen it all.
Leaving this link here I really do hope this will improve.