For me, it depends on what is defined as an engine.
If an engine is a suite of prepackaged tools and editors—e.g. Unreal, Unity, Godot, etc.—then I dislike game engines.
If an engine is more like a library, or a framework—e.g. Raylib, SDL, LÖVE, etc.—then I very much prefer working with an engine.
I suppose the difference is akin to operating systems: on one hand, we have full suites of software, such as the BSDs and Godot; on the other, we have lots of seperate software, like Linux distros and SDL (+ the code and asset editors of choice).
My exception to all of this is writing ROMs for console emulators, and fantasy consoles like PICO-8.