I believe, and I could be totally wrong about this, the plan was not to support FBX because it required using the proprietary, closed source plugin. However, some members of the Assimp community decided to write their own (reverse engineered?) importer for FBX and integrated it into Assimp. Because FBX is/was heavily requested, the decision to integrate Assimp was made because it allowed for importing FBX files without having to use proprietary code.
That said, I'm not totally sure if that is what happened. I do know there was a movement to give Assimp FBX importing capabilities without having to use the Autodesk API, and I believe this was a big part of why Godot now supports Assimp.