Isn't Godot pushing (though not mandating) users to utilise it's own little niche scripting language? Good luck switching industries with that experience...
GDScript is basically just a weird Python, but they also officially support C#, C, and C++. Also there are community-developed extensions for Rust and a few other languages. Also the C# support will be improving drastically with Godot 4.0 when they switch from Mono to .NET 6. You cam already build a preview version of Godot 4 with .NET 6 support if you do some tweaking, the work is pretty far along.
That said, most of the documentation and guides assume you're using GDScript or sometimes maybe C#.
The languages listed as "production ready" here[0] are Javascript, Lua, Nim, Rust and Typescript.
Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast.
There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time.
GDScript feels really nicely-integrated with the scene hierarchy and memory management. I really feel in love with the reference-counting setup it utilizes.
I spent months building a game in Godot only to discover that if you save a reference to a game object in the script, and the object is destroyed, the underlying engine can reuse the handle for a new object, resulting in your script pointing at the wrong object.
Its a massive, completely unacceptable bug and it was in the engine for years. I lost all faith the the Godot team and will never go back.
The thread is a bit messy, but it was eventually fixed in 3.4 it seems.
It's a serious engine problem, and I can understand getting frustrated/put off by it if you have a bad personal experience (and in general I find deleting nodes in Godot to be surprisingly footgun-ish) but from my PoV it did eventually get solved, so that speaks to something. If not in a timely fashion (but given that I've let bug reports on some of my open source projects, including pull requests, dangle for 5/6 years, I'm inclined to be forgiving ).
If that had been the only issue, and they had promptly addressed it, I could have forgiven them. The issue was made worse by solving it in debug builds only meaning your will never know about the issue until you release your game, and you can't reproduce it in debug! WTF
There were a lot of other issues that made it clear that the developers were not building the engine so they could ship games, they were building the engine for the engines sake.
GDScript is its 'native language', but you can also use C#. I started using GDScript and then switched, porting over my code manually to C#. I hate lack of static typing (support for static typing in GDScript is limited), and as a Java dev using C# was pretty straightforward.
I really wish it's 'native language' was Webassembly. I know they're going all in on GDScript but integrating Godot with the existing Webassembly ecosystem seems like such a good idea.
There is a proposal[0] but it seems to be on hold.