I'm coming at Godot with no Python or Unity experience, but I have been doing hobby gamedev and game engine development/programming for 20 years. I find it hard to make sense of things like networking in Godot because I've always had to approach everything from the lowest possible level (i.e. sending raw UDP packets exclusively) and build up my own systems from scratch. That's something I've done multiple times over the years, for networking, physics, graphics, scripting, etc. but I am only good at it because I know what the rules are starting with just the raw elements to work with.
Networking in Godot (and GDScript in general) is trickier for me to learn than I thought it would be just because it makes many things much easier than doing them from scratch the way I'm used to, while other things remain just as complex as if they had to be implemented from scratch. There's no clear delineation as to what functionality already exists and what functionality we need to write ourselves, and if there is, it usually only applies to one way of doing something among a set of different ways of going about it, and there's not really much in the way to help us discern the different ways from each other.
But this is what I call "reverse engineering"... Not "tutorial"
I agree, wholeheartedly. I feel like there's enough different ways to do things that there should be some explanation as to the 'why' of the 'how'. At any rate, I'm sure I'll be wielding Godot within the month and perhaps I'll contribute some tutorials once I get the ball rolling on the project I plan to use it for. In spite of there being much documentation about the interface and how stuff works, and tutorials to do all kinds of little things, it seems as though there's still a pretty sizable dearth of information regarding how to go about actually making games with Godot that piece together the various tidbits of know-how.