Gonna +1 upvote this.
Strata is mostly just useful for multi-layered materials with existing BSDFs currently, and from what I’ve seen, it’s post-process option is quite limited in regards to functionality. I’ve seen my fair share of people trying to say “Just use Strata” while not really understanding it’s use-case scenarios.
Post-processing has it’s issues, especially in regards to how flawed the Scene Color / Diffuse solution is, weird visual inconsistencies (like reflections not working properly), and those effects not being flexible on a per-surface material basis (I.E: If I want a texture map that dictates the base shading color for each portion of the surface material before any extra lights get added).
Unlit materials have some limitations (I.E: no shadow casting, needing to fake reflections via cubemap textures, etc), and while forward shading allows you to more easily access the necessary lighting information, third-party plugins for this functionality stopped being updated, on top of being unable to have raytracing or any Unreal Engine 5 specific rendering features. Last time I checked, using GPU lightmass to compile lighting doesn’t work when the forward renderer is being used either.
Unity (Yes, even with HDRP and raytracing) and Godot have been way more flexible in regards to custom shaders, and this is one massive area (that has seemingly been neglected for years) where I think Unreal needs some work for me to consider using it again.