Using ECS
Nothing prevents you to use an ECS solution in Godot. In fact, I strongly suggest to check Andrea Catania's fantastic work on Godex, which aims to bring a high performance ECS pluggable implementation.
At the moment Godot is really only viable as a 2D engine, as it tends to bog down when used as a 3D game engine even though it has all but replaced the default Blender engine (their recommendation). So in order to get a viable 3D project, a user would have to use an experimental ECS version (no offense to the creators, they are working hard and I do have high hopes for this project. I'll most certainly be experimenting with it) using the C# version, which is still fairly new.
Now, the fact that a small group of devs can make an indy project/proof of concept with Blender and Godot, or students can make a group portfolio that is viable - these things are AWESOME. Granted. But it still comes out of a quasi Frankenseinian lab as they have chosen to go with OOP instead of ECS, it seems, even though a path does seem laid out before them.
P.S.
here's the link to the ECS project:
Seems to be a guy, Andrea is a male name in Italian, and female in pretty much any other language.
Had an engine where each entity could only have one mesh object since it was a part of the base entity type rather than a component. Led to a lot of multi-entity shenanigans that were brutal from a sync/off-by-one-frame perspective.