Try experimenting with different cloth sim mesh densities! In my experience the density of the sim mesh plays a big role in how it behaves. Making it denser might feel like it should give better fidelity, but in practice it makes the cloth lose lower-frequency detail and get too wrinkly and noisy.
Another way to think about it: if you want something leather-y and more structurally stable like the coat in the second video, you want longer connections between sim points, which means lower mesh density.
Sorry, I was not clear - you do need to make the proxy section in the DCC! I was only saying that the editor allows you to import those as part of the visual mesh and then hide it away after creating the cloth sim proxy.