Having them use some mysterious energy source completely messes up the whole ecosystem. As in, the underground plants will take over the surface since the underground energy source is more plentiful than the sun.
So I favor the decomposer approach to underground plants.
Because surface plants are already partly underground, as in the roots; since the roots are underground they themselves 'collect' mysterious underground energy. As for the completely unfit for surface survival, the question is rather backwards. Why would surface plants remain surface plants when there is all that underground energy to collect, remember that symbiosis (as in lichen) with underground organisms is a possibility in the event they lack the native ability to exploit such energy.
It messes up the ecosystem composed of living amethyst creatures, giant mushrooms that completely subvert the laws of thermodynamics and conservation of energy, sentient mushrooms with legs, crabs that live in magma and spit molten rock, evil human heads with wings, and whatever floating guts are supposed to be?
As discussed at length in the Xenosynthesis thread, this is a game with magic in it, and the caverns in particular run on magic,
get over it. There is room for simple decomposer mushrooms, but basically everything that goes on in the caverns is clearly,
blatantly magical, and trying to cling onto the notion that DF is somehow without magic at this point is just denialism. Xenosynthesis is a discussion about how to make this concept actually behave in a rational and bounded manner because, just as you tried to point out, yourself, tons of things in DF are magical and live in impossible cavern biomes, but also need rules to make them have some kinds of limits and behave in a manner that creates some sense of verisimilitude even when we're talking about farming magical mushrooms in underground caverns filled with monsters.
I wish you'd actually glanced at the Xenosynthesis thread rather than making wild assumptions about what I'd said to argue against, instead (which would be faster to read than making me answer the same question again), because you'd see how we'd spent nearly all of it talking about how to make the system have rational boundaries the player can interact with such that it
doesn't overwhelm the whole world. It's entirely about how magic "comes from" somewhere and "is consumed" by other things, very much like the sun and based upon a semblance of Conservation of Energy. It also allows for "environmental effects" of what dwarves do in a magical sense, allowing for dwarves to commit, essentially, magical pollution for all those pollution allegories people want to have and also the ability to create a blasted hellscape with mutant monstrosities created from the excesses of dwarven industrialism if players so choose to push the envelope with the concept.
Beyond that, saying that plants would clearly get "underground energy" because "they have roots" is like saying that clearly humans are plants because they have melatonin to convert sunlight into energy for making vitamin D, and therefore, that's totally the same thing as photosynthesis. The point of Xenosynthesis is that different organisms require different energy sources to live, and creatures need to be specially adapted to various different sources of energy. (Much like how deep sea volcanic vent bacteria that chemosynthesize are unsuited to life on the surface, and so are all the creatures that feed off of them.) Xenosynthesis also, incidentally, doesn't focus upon a single "underground energy" so that not all caverns would be the same, anymore, and could have different sphere-related energy types, so that some caverns might be "war" caverns or "fire" caverns or "song" caverns, so you have creatures that are affected by changes that cause them to march in regimented formations against intruders or spit fireballs or be creatures that literally live on song, respectively. While there would be some adaptable creatures, there would also be quite a few specialized species (in particular, the "producers" that xenosynthesize, themselves) that have evolved to exploit one particular energy source.
In particular, with Toady's (reletively) recent attempts at the mythology arc, where he wanted there to be the old placeholder "Good", "Evil", and "Savage" biome replaced with new sphere-related biomes, this is meant to mesh into that concept. A god of song might create a "Song" magic field, and certain plants and creatures live off this energy, becoming song-related creatures, and interact with it. Maybe the area of the song field can be expanded by holding religious events filled with songs to empower the magic field, and maybe silence and lack of prayer for the song god will cause it to shrink, as would anything that taps more song magic than is being produced. This gives the player some ability to interact with these legends, rather than just having them be some assumed immutable feature of different creatures or areas, as they are, now. Particularly when it comes to non-dwarven playable creatures from high-magic worlds from the Mythology Arc, which can have innate magical abilities, having those abilities (or even the survival of the species) tied to certain holy sites or rituals continuing to exist adds a lot of mythologic flavor, as well as a good rational reason for creatures to pursue goals that would otherwise be irrational. Elves right now are just nuts who love trees, but spending some time reading through what Toady talks about with the nature spirits they worship, and it's pretty clear that they venerate trees because it is the basis of the magical power that underpins their whole society, as well as several species (possibly including elves, themselves). The nature spirit creates all the "savage" biome giant creatures and creature-man creatures for its own purposes, and the elves are dedicated to appeasing and feeding this spirit through what best serves the spirit: Preventing the destruction of forests. It's not too much of a leap to then say that destroying forests is an attack upon this nature spirit, and that clear-cutting and destroying forests could eventually weaken the spirit (and drive the elves berserk) to the point it has a real impact upon the savage biomes and their giant and creature-man creatures. (Including the spirit sending those creatures at the player in a desperate attempt to save itself.)