It’s the problem with this whole Unity crisis. Every other engine out there is… small. I have a 50+ person team with a big open world game and I’m basically fucked into accepting whatever Unity wants. I can’t just switch engines with four years of tech and team experience. And Unity knows this. It’s so fucking slimy and malicious.
This is why I only use Open Source... if you build on a proprietary platform, the owner of that platform can change the terms at any time and you are stuck with a massive cost to change, or you just pay the ransom.
Only for future engine versions - you are able to continue developing and release your project with the one you already have under the previous version of the terms.
That is nice and all... but you still have to invest significant resources into building and training your team to use Unreal, and then if they change the terms for future versions, you are stuck on an old version if you don't accept those terms, until you retrain everyone.
Of course, open source projects regrettably become closed source projects sometimes too (see Hashicorps recent moves), locking you into the previous version of the project.... but, with Open Source, you can fork the project and continue- or ally with other members of the community to fork- often at a lower cost than re-training and re-tooling. An option that does not exist in the proprietary world.
My goal is to make some really good games in my 40s - a decade from now. So I might as well learn skills and build up on open source now. That fits that timescale.
Unless your team's business model is to _be a Unity team_, it is a matter of determine your goals, evaluate options, get buy-in then start making changes every day to generate that outcome. Don't sell it as a "I hate Unity." Sell it as "it is time to consider how we maintain our future by diversify our skills."