Also large portion of first party Unity subsystems which you install through builtin package manger (I am not talking about third party asset store stuff) is available in source code form under relatively nonrestrictive Unity Companion License to anyone. Don't need the Enterprise plan or additional payments for that. For those modules you can not only read and modify the source code, but you can even openly distribute your modified versions. The biggest restriction of this license is that you can only use that source code in combination with Unity, you can't port it to different engines. And in many cases where I read it, to better understand how to correctly use the library or avoid a bug, it was quite readable.
So overall access to source code isn't the main obstacle for game developers to fix the problem in Unity, spending time fixing things and afterwards maintaining a modified version is.