I agree that game engines should empower everyone to create more and better content with less effort. However, I don't think that a game engine specific scripting language is the best approach. For simple games that are similar to other games, GDScript is tolerable... it's when you try to push the boundaries of what's possible in games that GDScript falls apart.
I don't think that most of the games that are made today particularly push the boundaries of an engine. Maybe with complex shaders, but that's a different language anyways.
Godot sure has some ways to go, but since it has been compared to Blender in another comment. Blender from 15 years ago is quite different from what is now and they still managed to create something like Elephants Dream with it.
Or look at Sonic Colors: Ultimate that is relasing next week. That's also made with Godot. Granted it's probably a heavily modified version, but that's exactly what's so good about it.
I've been writing VRWorkout in GDScript for a bit over 1 1/2 years so far and there haven't been any major roadblocks.