That is kind of irrelevant because a game engine is not just the rendering aspect. A game engine needs a beautiful renderer (and Godot 4 is shaping up nicely it seems) but it is only a part of the whole. And picking out only the rendering part (which makes up, estimated, maybe ~ 30% of what is important in a game engine) leaves a lot out all the actualy game engine architecture from the whole picture. The whole shabang for logic, developing, optimization, exports, network, flexibility, audio, input handling, etc … everything that makes a game engine a game engine.
If you want Blender to have some rudimentary features to serve as a model presentation engine - that I could actually see. That doesn’t take a lot of game specific logic other than input and constraints and also doesn’t take as many optimizations. Sort of like a free alternative to Marmoset.
Though, what I think is far more important than any game mechanic features in Blender is a synchronized viewport option to give artists the ability to very accurately create content in Blender and have it preview the way it will look inside the game engine they export to.
What Blender direly needs for game artists is optimization, though.