It may be something more specific in Swift, but the "Guard clause" concept is a clean code practice that can be used in all languages, as a way to help improve readability by keeping the code shallow. For example, instead of doing:
if a:
if b:
if c:
do_stuff()
or having a long line with several conditions:
if a and b and c:
do_stuff()
You return early:
if not a:
return
if not b:
return
if c:
do_stuff()
I always try to keep my functions below 2 levels of depth and it helps A LOT when I have to read through them hunting bugs. So, even if Godot doesn't implement Swift's guard, you will still benefit a lot from using the "regular" guard clause in GdScript (or in any language, really).