It's kinda getting old hearing about the "bad" Godot 3D performance and bashing of the GDScript language. Even if Godot doesn't have the same performance as Unity or Unreal in some areas, I have yet to see anyone professional with a budget big enough (with a couple of exceptions) to push the engine where that kind of performance or feature(s) is actually needed/critical in their game. Even then, most things can be worked around with technical and artistic skills (which is very common in the industry. Every project is unique and have its unique requirements). The ones I've seen that have really promising projects using Godot, that look really nice, it's pretty obvious they know what they're doing. These people also seem to be the ones that complain the least (or they're just hyper-focused on actually making the game), and their project seems to be running fine. Guess what? I've heard people complaining about using Unity and Unreal as well. You are always going to find some shortcomings, no matter what engine you pick. (Same with these engines. The ones knowing what they're doing tend to be pretty silent and instead focus on releasing a game in the end. I'm sure they have the same struggles as everyone else).
And now with 4.x, there's also a lot of work done with occlusion and various optimization techniques. Is it perfect? No, it's still a work in progress and always will be as the industry always moves forward, and being open source with limited funding, things might not move forward as fast as you would sometimes like (but being open source, you could always contribute). Most projects I've seen so far with really bad performance are either running something that hasn't been optimized at all or running on hardware so old I'm impressed it runs at all (or in some cases runs well, but for some reason, the capture is really bad).
Problem with Godot is. Its developers don't focus on 3D and importance of each aspect of game industry standard's modern trends.
Isn't it one of the biggest priorities of G4 to bring 3D up to a more modern standard? As far as I've seen, it's a huge leap from where the engine was at 3.x. I agree there's still work to be done on it for sure when it comes to implementation, bugs, features etc. Given time, though, I'm sure it will get there. Is there anything specific you can give as an example?
its Godot optimization and Garbage GDscipt, which simply python a bad language and other factors
GDScript is actually really nice to work with and is best used for game logic IMO... If you need performance for more heavy computing, then C++ is available for anyone to plug into.
How about this, instead of just complaining, try to make a game (which is hard enough). And when you feel the engine is struggling, make sure you have your knowledge of how graphics and game tech work in place. Meaning, know how forward rendering works (what are the weaknesses and strengths, and what differs from a deferred renderer). Have your LOD's in place, and learn how to optimize textures with proper pixel density. Optimize your draw calls, memory management, utilize multithreading, apply good dev/code practices, etc. (These things are done in games no matter what engine you use). Does the game still struggle to a point where it's unacceptable, even if you're not pushing it hard? Then there's a problem somewhere.
At the end of the day, it's only tools for you to use with your creativity.
My advice is to try to be more constructive than throwing out "this, and that is garbage." Why is it garbage, though? Give a proper example of the bottleneck. If it's something critical that is done really badly, then give that as constructive feedback in a way that can be something to take action on. Everyone involved, I'm sure, only wants the engine to be as attractive for as many projects as possible.