- UDMF is extensible and modern
- The line/sector paradigm is a cinch to think in despite not offering "true" 3D
- DECORATE is quick and easy to create various items with
- ACS is simple enough for even a programming novice to learn
- Lump-based editing is also quite simple and intuitive. PK3s/ZIPs are a great format to work in.
Why not take all these things, but divorce them from everything that makes Doom outdated and difficult to work with? Right off the top of my head, there's a ton of drawbacks to the current state of the engine.
- For levels, the old BSP column/flat design is limiting, and even with GZDoom's enhancements, things like floor decals are still not feasible.
- The current sound engine needs to be purged to make the engine GPL-compatible and allow commercial use (which I understand may be in progress).
- Non-square pixels/mapunits are used, making "realistic" mods difficult without some sort of real-world analog.
- AI is tied to archaic enemy behaviors with little extensibility.
- Dialog is based on the Strife format, which I personally still have trouble wrapping my head around.
- Modern features like dynamic point/directional/shadow-casting lights are unrealistic for the rendering engine, which is still stuck half-way in the 90's
Granted, this would be an incredibly complex and time-consuming undertaking. I'm a novice programmer (I'd offer my own skills if I knew C/C++ at all) and the thought makes me shudder. Still, I wonder if there would be any interest in "rebuilding" the mod-friendly features of ZDoom/GZDoom into a more modern, simple, and fun "generic" game engine, without needing to keep compatibility with Doom itself, and get rid of all the archaic detritus that keeps it from moving forward?

