Do you have any experience developing with these engines, or are you talking out your butt? It is quite possible the other engines are built with a more server authoritative model than unity and the popular unity third party components. If that is the case, then they could very well be less vulnerable to hacks.
Uh, no, the main function of an engine is not to lay down a single rigid inflexible server-client relationship. You can make the server as paranoid and secure against client tampering as you want on any engine, as long as you're willing to write the code needed for the server to essentially run the entire simulation so it can thwart most hacks.
There is nothing inherently unstable or vulnerable with the Unity engine. The devs currently do not do server-side validation in Rust for two main reasons:
1. Putting all that validation on the server side has a major impact on performance, and the server has bad performance enough as it is right now. Optimization will come in time, and that'll make server-side validation more practical.
2. Having the validation be on the client means it's a lot faster to track down bugs and push out updates. If everything was being handled on the server, any gameplay change on the client would need to be replicated on the server code, because now you have to keep both of them in sync and on the same page. That means every change is in fact two changes, which doubles the opportunity for bugs to screw everything up.
I don't have experience programming games in Unity, but I know shit about software development in general.
Edited:
"that validation is being handled client-side for speed and efficiency in testing and debugging. This means that the server trusts what the client is saying, including if a hacker has compromised the client and is sending bad data in order to noclip and speedhack."
Do you have a cite for Facepunch claiming this is intentional and deliberate?
Max was on the Rust dev team at the time of this post and would know what the programmers were saying inside the dev team:
I'm not a programmer, but IIRC the reason most things are not server side right now is for 1) iteration speed 2) server performance reasons