I don't think there is any hope to have a nice importer which will do all the process for us "magically", mostly because imported assets can use many thing the game engine doesn't handle at all or differently (for instance z/y axis, pivot point, even units use in models or some materials), there is not a full match between a 3D model and the engine "picture" of it and it's way to manage things.
Unless someone made a blender plug-in which use the exact same way of doing things as Godot, we'll always have to rework the model ourselves to make it fits in Godot, or if you work with artists who knows how to do things right to make import process as painless as possible.
I remember my days dealing with models for GTR2, rFactor or Kerbal Space Program (Unity), I never rely on models and how they were done in 3D modelling program and fixing standard issues after each import (size or pivot point usually), then added material one by one to match what was expected.
And animations, skinning mesh or other advanced features add a lot more concerns and additional work !