I really like Godot so far but the debugging tools are massively inferior to any other IDE and language I've ever used. I waste so much time trying to track down bugs. Proper variable inspection would be a life saver, for instance.
The Unity move was VERY silly considering the state of Godot and Unreal.
Literally treating your entire user base like that.
I spent $400 for the Pro license when I was a poor Uni student back in '09 and it didn't translate to the newer versions - I just cut my losses and never looked back.
In my opinion, opposite, Unity just pulled its oligopoly strings. It wasnt bad management or desperate business choices; they knew the state of the industry.
If you have 1-10 people trying to make something cool, you'd never reach for the Unreal Engine because it is just so much stuff to lift and juggle. If you're a large AAA studio looking to make Fallout 5 though... Godot might end up a bit limiting.