Yes, this is also ok if it works for you.
In my case this wouldn’t work out pretty well, because some parts of my engine containing editor specific stuff, which shouldn’t live in a compiled game project (this can be things like WindowsForms / WPF data or post processing stuff).
In the end the solution needs to fit your specific problem as there is not a single solution for everyone.
I personally like very simple solutions (like assembly probing) to solve complex problems. At least managing many dll’s can be a kind of a problem but they don’t need to be.
I’m happy if you found a solution whichs works right for you.