Case in point, my work project. Which is Unity/C#, but the idea is the same.
The Unity inspector is pretty good at finding public/serializable values and showing them in a list in the Inspector gui, but it's layout or labels aren't always the best, and there's only so much you can do with annotations (of which there are several). So for more flexibility, Unity offers both a CustomInspector feature and a CustomPropertyDrawer feature (the former is for Unity-objects that appear in the inspector, the latter for miscellaneous objects that are contained within the former).
However even this is limited to only the things Unity knows how to serialize. Generics? Lists of Interface objects? Abstracts? Not supported.
But my project needed support for generic objects because of how our interaction system (ECS components encapsulating simple finite state objects) and our grading system (did the user perform the following steps in the prescribed order?) had to integrate with each other.
I had a hard requirement to be able to display any object Foo in the inspector, regardless of what Foo's type was. So I had to dig into Unity's inspector code and extract out how it handled all of the types it did handle and rewrite it to accept arbitrary values, that if it didn't match the available types, would use reflection to find all of the object's public/serializable fields and then try to draw all of those, recursing down again and again until a primative type was able to be drawn.
And even with caching to avoid duplicate reflection lookups, it still isn't fast. There's a soft limit of about 20-50 of these inspector drawers that Unity can draw at one time before the lag becomes disruptive. And when you're dealing with complex custom types, the layout isn't pretty. Thus I had to go reimplement Unity's custom editor and custom property drawer system as well.
Which is to say...if it's more than a handful of very simple objects (ints, strings, booleans...) you're going to have to do the work yourself.