It might come down to whether you prefer to start from code at a somewhat lower level, or if you'd like more of the common stuff done for you and some (but not all) of it exposed through WYSIWYG-style editors -- XNA/MonoGame/FNA for the former, Unity for the latter. There's also Unreal Engine that's sort of a mix of both (as I understand), and there are other things like Cocoas-2D that are similar to an XNA-styled library. Or SharpDX/SlimDX for a very thin wrapper over graphics and multimedia capabilities.
I don't think any of these options are bad or represent a likelihood of wasting time. Whether or not any of these options are actively developed is somewhat of a moot point, so long as you can continue to publish your games and people can continue to run them. You might not be able to get a bug fixed, and that's a valid concern, but these things have been used in enough software that they must not be riddled.
I'm still getting to grips with Unity myself, and you do need to learn "the Unity way" in some sense, but on the other hand--and even though Unity provides a lot--you'll still find yourself pretty quickly limited with what Unity can do with the totally out-of-the-box experience, and you'll probably find that you need to delve into writing scripts and editor plugins sooner than not, or buy them from the asset store if you're so inclined -- just as one example, I'm working on a tile-based sprite game in Unity, and the tools and workflow that Unity offers, at least any that I've found, are not suited to the task terribly well, so essentially the very first thing I had to do after finding out how poorly suited Unity was, was to start writing a tilemap-loading script for Unity Engine and a tilemap editor plugin for Unity Editor -- but the experience of doing that has been relatively smooth: derive from a specific class, implement some methods, know a bit about when and why Unity calls those methods, learn how to use Unity's UI layout and control classes, and a few other little tricks found quickly via google -- My tilemap editor something like 350 lines of code, and while its nothing fancy, does a lot more than any 350 lines of code has any right doing. If you were doing something more closely-aligned to what Unity does well, like a 3D game or flash-style 2D game, you probably won't have to deal with editor plugins so soon, and do less scripting overall.