head to head
Don't Starve asks more than State of Decay 2, and the gap is variance.

Variance · Systems & Chaos
Surviving randomised wilderness seasons by reading the world's systems and planning resources ahead.

Optimization · Systems & Chaos
Managing a survivor community's economy and risk under permadeath randomness.
Don't Starve leans Variance (Systems & Chaos); State of Decay 2 leans Optimization (Systems & Chaos).
State of Decay 2 leans a little harder on execution, though the gap is small.
Don't Starve
Kiting combat is simple but timing matters marginally
State of Decay 2
Combat is forgiving; stealth and swings need modest timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Enemies follow fixed aggression rules, not player adaptation
State of Decay 2
Zombies and hostile NPCs follow randomised scripts
Don't Starve leans clearly harder on variance.
Don't Starve
World generation, season timing, and loot rolls are highly random
State of Decay 2
Permadeath, infestations and survivor traits randomise each community
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Don't Starve
Seasonal resource planning and character synergies are deeply solvable
State of Decay 2
Base building, resource routing and survivor management drive survival
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.