One would choose (or make) a tool to fit a purpose. If the purpose is make a quick game to run on many platforms, Godot is a first tier choice. But then there are cases where the corset of an engine demands so much adaptation, or learning how the engine works eats up so much time, that an own solution (or another engine) might be quicker, and save you from surprises.
If anybody says "I am not using tool x at the moment" I would think that the tool doesn't serve their need, not that the tool is bad.