The DDS format can be a handy one. Not only does it store many different GPU pixel formats, but it can do block compressed (the various GPU compressed texture formats), cube maps, voxels and custom mip maps.
I might need to do some source digging though, Godot's docs claim to handle loading custom mip maps from DDS files, but it fails on a DDS I've been using since the Ogre3D days.
The interesting thing about QOI for me is the claimed 20-50 times encoding performance vs png. Being able to quickly encode a lossless image for things like frame capture could be useful.
Plus the fact that the entire reference implementation is a single 669 line C header (a third of which is documentation) with no dependencies means it looks damn easy to integrate into small projects or rewrite directly in other languages.