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Guess you do not use any productivity software or other non-game applications. Most software uses the default brightness of the OS, with actual brightness controlled on the monitor itself. Only games typically have a software/render brightness setting due to how they process the scene.
But DF does not used the same kind of 3D render pipeline where an independent brightness setting is all that applicable. It is a 2D render of basic sprites. Probably the most appropriate thing to do, if the devs would be expected to do anything at all, is to tone down the "whiteness" of the offending UI elements. But that comes at the cost of contrast and visibility, which is probably why they were made bright in the first place.
And of course if they fix that issue for you then someone else might complain that the UI elements no longer "pop" the way they used to, and that can be an issue for them.
And before you go off on "custom UI skinning" just no, there is too much other work to do before custom UI should even be considered. Maybe after we get to the 1.0 release in another 15 to 20 years.
Your best course of action, other than getting a better monitor, is to turn down the brightness on your monitor. I get that having a game/application with a particularly bright UI element is annoying, but this really is not something that should be solved "in software". It is a hardware issue and should be fixed there (hence the plethora of technologies that do not suffer burn in available on the market nowadays).
It's also not rare, depends on what you view on that monitor and how long. If you just play DF for 300 hours you will get screen burn on all 3 types.
There is no such thing as "temporary" screen burn-in. What you're experiencing is a different effect.
hasty-link: "image retention" - https://www.dell.com/support/kbdoc/en-us/000149894/preventing-or-removing-image-burn-in-image-retention-or-ghosting-on-my-dell-lcd-tv
Follow your manufacturer's instruction regarding your specific model of TV relative to gaming.