I did a lot of Unity development professionally but got burnt out for reasons not the fault of Unity. When I came back to it though, their rendering pipelines were in upheaval, there was a new, buggy input system, multiplayer support was gone without a good built-in replacement (almost requiring devs to pay for Photon), UIElements was the supposed new UI system but was incomplete, difficult to actually use, and had no real documentation. DOTS and ECS were all the rage but likewise incomplete, difficult to actually use, and had zero documentation. The editor, which was never snappy but at least used to run decently on my Threadripper, started being sluggish, slow, and crashing much more often. All of that and all of Unity's acquisitions and focus on non-games just soured me on the company.
I know a lot of those specific issues are better now, but I've still not been made a fan again. The recent pricing shenanigans really sealed it. I had already been sorta tinkering with Godot for a while, but that event and the big exodus of Unity users to Godot and Unreal made me think it would be a good time to get more involved in Godot, maybe help the community grow, maybe it could get big enough in the future that at some point I might find paid game dev employment using Godot... 😅 I can dream.
lol sorry I've written a lot and not actually addressed trizZzle's question at all. Godot took some time to get the hang of, and a little time for Godot to overcome a few 4.0 hiccups, but I actually find that for the things which Godot can do, the workflow is much better than Unity's ever was for me. I can't think of anywhere I miss "the Unity way" of doing things, except for missing specific plugins.
There was definitely a point where Godot finally "clicked" for me, and then doing things in it just started feeling easy and natural. I say just keep at it. Try features of Godot you find interesting, try different approaches of doing things, and eventually hopefully it will click for you too.