I presume DSoup means the underlying engine concepts rather than in Dreams itself. It took MM at least three clean-slate iterations to produce the current engine. The amount of understanding needed to make this work is beyond what everyone else knows. Eventually through devcons it may make its way into the wider understanding, but it's also isolated from all the other tools and toolchains. Why do it the Dreams way when UE5 offers digital scans that plop right into realistic lighting and truckloads of assets including mocap you can plug straight in?
I also wonder if the physics insanity of Dreams is a limitation of its way of doing things or not (really weird, bad choices by MM). AFAICS all geometry is modelled as clouds of spheres, with no such thing as a hard right-angled edge, unlike your classical Sphere, Capsule and Box primitives of ordinary physics engines. The engine might be quite constrained in some ways, which you'd expect - strengths in some areas will come at the cost of weaknesses in others.