You may be right, but chances are it would have pushed Godot in the right direction of avoiding Unity mistakes namely using custom scripting language which Unity ultimately gave up on. In this case, however, the forced API decisions that are contrary to performant interop patterns of C# are even more painful, and I keep getting casual reports that there is something wrong with the way Godot embeds .NET that leads to its consistently worse performance vs when being used standalone. I don't know the details and if anyone can shed more light on this, I'd love to dig into that.
In any case, even if we skip the subject of performance, GDScript is not a particularly good language comparatively speaking.