Looking at this purely as a thought exercise... Doubt it's possible for the sim to do this. It's not just the Durability setting. This system seems to have parameters within certain logic with which it generates players.
For instance, Catchers have lower Durability because in real life most catchers don't play more than about 130 games; that's one reason why catchers with Overall ratings over 80 are super rare.
Imagine a barely adequate ML DH who hits well at AAA. Overall is suppressed because his fielding ratings are poor. Let's say he's about a 60 Overall.
Imagine a back-end ML relief pitcher. Depending on his Durability he's about a 60 or 65 Overall.
Put those two players together and I bet it would add up to an 85 Overall player who isn't better than average at pitching or hitting. Closest thing I can think of is that you sometimes see a CiTR catcher who gets his fielding ratings pumped up to the point he can play infield positions.
I would guess, in this system, an Ohtani would have about a 125 Overall rating. But the Durability would be a huge issue. If you made him anything like 25 Durability, like a regular SP, you couldn't really use him as both a hitter and a pitcher. If you made him anything over a 45 Durability, so he could be a hitter, you'd use him full time as a pitcher and pitch him twice as often.
Too long, but I don't think the system can do it.