I personally don't like Godot, I find that I can't do more versatile things compared to using Unity or Game Maker Studio 2. Godot lacks features & documentations compared with Unity's and Game Maker Studio 2's extended documentations.
The reason why I left GM2 is because GM2 lacks almost any GUI support (Godot has truly mature GUI components), lacks an animation timeline option (anything can be key-framed in Godot, and it has built-in bones for characters), the glacial development rate of GM2, limited audio control, no true 3d support, and more.
Feature-wise GM2 is quite behind Godot at the moment, for the most part. Have you actually used Godot for a game project? Just asking, because Godot objectively offers (much) more than GM2 in most areas.
I've used GM2, Construct, Godot, Fusion, and Unity (and others in the past) for a variety of projects, and I can't say Godot is behind GM2, Construct, or Fusion in regards to 2d game features - quite the opposite, really (and of course there is no comparison when 3d support is added into the mix!). Unity is different, of course. It tries to be everything to everyone, and not very friendly for 2d game dev, in my opinion.
Godot's documentation was pretty bad only two years ago, but has improved a lot since they had a documentation sprint last year. Loads of online youtube tutorials too.
The GM2 manual is still somewhat better, you are right.
Also, the fact that they don't have console support yet limits your choices. You'd end up in a same situation as Construct and you'd end up learning a new engine for consoles.
Not entirely true. Godot has support for XBox One via UWP, and Switch, PS4, and XBox One porting is possible through a commercial service.
Anyways, unless you have your own well-recognized game development company, and your game is of a very high quality, console support might as well be a pipedream for most. It costs a good chunk of $$$ change to arrive at a console release.
That's why I like Unity and Game Maker Studio 2 better. Although, not to be bias, Godot is still very competent.
It's just my personal suggestion from experience, anyone reading this can just use this as a guide if they want to choose a native engine. Just wanted to share too.
Yes, I agree: it's like picking a clothing style. I like we have so many choices now. And I switch between engines depending on the project. For example, for click adventures I have used Visionaire in the past, and if I was asked to work on a similar project again, I would choose Visionaire once more.
That's also why I use Construct for small web games for clients: fast and efficient.
My motto: use the right tool for the right job. Don't be afraid to switch to another tool if it will save you time and/or the export platform requirements say so.