I lightly used Godot before and using GDScript was a bad experience. It has some confusing semantics relating to reference counting and in-place modification (e.g. [0]) that make it really hard to use as a 'real' language (as opposed to small bits of code for scripting).
The mitigating factor is that it's got good bindings support and a codebase that's very tractable to poke around in, so you can easily extend it in other languages.