There aren't any engines that are really optimized for an open-world game. That said, it's probably going to be easier to use an existing engine rather than, for example, rewriting model-and-animation file loading code.
Every engine you've mentioned has been used for open world games in the past. What you might want to consider instead is exactly which features you're going to need to implement your open world. A Skyrim style game with static terrain is very different from a Minecraft fully-editable world which is in turn very different from an MMO-style regional map, which is in turn different from a more strategic game.
I'd guess you need to look at a way to handle dividing the content into sections, paging them in and out of the world as the player travels. What happens when the player isn't there? Is this the kind of game where you can simply freeze the enemies when you are far enough away, or do you have a Far-Cry-4-like animal migration system? Or do some things need to be remembered, while other things can just be despawned? How far is your draw distance?
Answering technical questions like these in terms of your design and engineering plan will tell you a lot more about what you need to be looking for in an engine, and what kind of features your team will need to implement yourselves.