I read all the responses (even the larger ones) and I gotta admit that
I wasn't expecting so many people agreeing with me that Unity feels unoptimized.
Anyway, thanks everyone for the explanations on how the engine work and what could be the causes of such behaviour.
It all makes sense.
Specially the explanation about Unity being free and that attracts many Indie developers to use it to save time and money also with Free Assets and, because they do not have experience at all on how to code their own engines, many games end up being terribly optimized in the end.
I gotta say Hollow Knight is really well optimized though. - Maybe because it allows you to also change resolution in a way many other Unity games doesn't? Foregone, for example, forces the game to run at a 1260x720 minimum internal rendering, while Hollow Knight you can change the resolution to whichever you like.
Also, studying how Unity games work with resolutions, It seems to me by a research I did that the developer has the choice to force the internal resolution of the game to be what they want, so in this case of minimum / max resolution is indeed a developer choice.
I wonder, can the developer also force disable telemetry during development time...?