I've followed the entire conversation and understand what you want but I don't think you'll get this in the way you want. The problem is that game UI uses some rendering technique like OpenGL/Vulkan or DirectX. It is an optimized mesh which is put into the VRAM of the graphics rendering unit and rebuilding the mesh is a quiet heavy task which needs to be done as fast as possible to not cause frame hickups. UI is also drawn on every frame but could be affected by shaders.
On the other hand there is GUI, this is handled by the OS, it manages windows and how they need to be drawn. Every window has a pixel buffer the OS is redrawing on demand. Then there are controls, which are managed in a parent-child hirachy and need to be clipped and merged together into the backbuffer. The window e.g. a control is only redrawn when something in the clipping area changes. This means that you can move the window around without the need to spend time into drawing the buffer again but the window management systems performs a little composition. This is why you won't find a windowing system for games.
Another feature you shouldn't forget about is Drag n Drop and Clipboard. This are features highly involving the underlaying OS but they're important for the user experience. So going cross-platform will at least involve a lot of work as you have to make use of the WINAPI and X11 and whatever platform you also want to support and then you slide into studying those APIs all day in order to get something done. We're currently on the same track as for our opinion, the existing windowing frameworks don't fit our needs of simplicity and non-monolithic software solutions, so we started to write our own API. But it was already a lot of work to just get some window to appear and handle the usual stuff.
On the choice of language, your arguments are to neglect as it seems you don't have much knowledge of the alternatives. C/C++ is standard in game development. The difference between C and C++ is the OOP aspect but you're not forced to use classes rather than free functions. I'm using both, whatever fits the situation in our game engine, we have both classes and free functions.
C# on the other hand is also a standard in game development. Unity is utilizing C# as development language, Unreal and our team is using it as tooling language as well. It allows for cross-language interopt calls and you could even write your game editor in C# without any hussle. C# is a runtime language, so you need a runtime installed on your computer and assemblies are written in op-codes which need to be interpreted by the runtime. C# is however different in the fact that their op-codes (IL for intermediate language) are JIT (just-in-time) compiled into platform assembly. This speeds execution up A LOT!
Whatever you'll do, I assume you will either have to spend a lot of time or money into your project. I know very little games which offer an in-game editor, your best bet could be to look at the Unity source code which is partially available on GitHub (and written in C# ?)
If you want to develope for multiple target platforms, some kind of build scipt system like MAKE could be useful. Cross-compilation is somehow more difficult to setup but also possible. Or you write your own solution, a couple of command-line scripts for example