Interesting, are you speaking in general terms now or are these points something explicitely related to the current Wild Life release? Would be really cool if you could share an .ini file that adjusts the things you mentioned here to how you think would be more optimal
In general, not at Wild Life explicitly, since a developer making their game is generally the person/people who know what they did behind the scenes and have access to the UE Documentation on the version of the engine they are using.
They are also the person who understand what their vision of the game for the future, and what community hardware they want.
The .ini files are under the Users\AppData\Local locations most of the time, and they can even take on extra lines of settings (anything from AO type or PP types, etc). Only issue you need to restart the game for any changes to take effect to test them.
I haven't tried Wild Life since the first UE5 test I think, but I remember recently the shock I got when trying out a couple of small indie games make in UE5, including this:
https://f95zone.to/threads/dark-siren-final-etirue.156023/
A game about walking down a corridor with nothing to see. All of them, even on Low settings had the same exact performance, they barely ran at sub 30 FPS, almost the same performance of earlier Wild Life (Siren's problem was it's scaling was set wrong and you couldn't fix it).
If developers ran something like UE Tools (I think Profile Inspector?), they would notice a lot of issue that need fixing. One is if 90% of the screen is culled by a giant rock, and nothing changes.
Even the worst PC out there would "struggle back" a couple of frames (like 30 to 32), but it's not happening for many UE5 games due to certain things (lack of simple fall back materials or shading options for NPC's that are far away or culled out of view, even proper culling on dynamically masked objects, etc).
I mean no one needs SSS to be enabled on an NPC that is 2 meters away from the player since no one will notice it, let alone on grass (if that was enabled as well).
I don't know how much of this could be what problem, but again, to make this clear, I played Lego looking games on UE5 that had the same performance as earlier Wild Life, and maybe 1 or 2 good looking ones that worked perfectly (just had to reduce shadows) if this is a constant it's clear something else is wrong the game in the background.
I haven't tried current Wild Life, because there is not point in my trying.