I understood what you meant and I'm sure that you can get around this.
Yeah by allot of funding I mean they would require things like models and animations and art lol.
To be honest, I fall into the same pit like you , started with an engine and not a game. This has several disadvantages, because once you have an engine, you want to put it to use and this is a show stopper. The hard part is the decision to discard a feature of your engine to make the vision of a game more likely.
I.e. my engine is capable of using normal mapped models, like every current game engine. But I do not use it, because creating the normal maps for all your art would be just too expensive. A great story, no dissed this too. Large open world, *zap* gone, because I wanted explorable dungeons first.
Later (too late to be honest) I decided to orientate my game at a rogue-like game, because rogue-like are RPG games with feasible art
And this is my best advice I can give after working for more than 12 years on my engine and 3 years on my game: pick a low-art (best rogue-like) game which meets your vision of a game best and then think about what you could push (mostly art wise) without putting too much budget into it.
But be careful not to think the other way around (what game would be best made with my engine), because you already showed that you are capable of making an engine, so adjusting the engine to the game is most likely your simplest task.