I think Dang is saying that you don't need DI. DI is a way of having some generic code be able to call some specific code when needed. If your whole stack is specific you don't have that problem - instead of the DI call site, you just call the function! Much simpler.
In my own game scripting scheme, I use implicit argument passing, like a cancellation token to async calls, and a rendering context used for immediate mode esque rendering.