xyz Adam Scott explains it better:
The result of this is that browsers greatly reduced where and how you can use that API. Namely, browsers nowadays require websites to be cross-origin isolated. When isolated, it does unlock the potential of SharedArrayBuffers, but at what cost?
At the cost of having the capacity to make remote calls to other websites. Adieu game monetization. Adieu interacting with an external API.
The issue is that during the development of Godot 4, we bet on the wrong horse: we went all-in with using threads with SharedArrayBuffers. We thought it was mainly a question of browser support (which took a step back due to the aforementioned security issues), so when all browsers finally shipped stable releases with SharedArrayBuffer, we streamlined everything around multi-threading.
But we underestimated the difficulty of configuring cross-origin isolated websites.
We know it has been a hurdle for a lot of users trying to publish their jam games on itch.io, which has an experimental SharedArrayBuffer option, but relying upon another feature (coep:credentialless) not supported by Safari or Firefox for Android).
Likewise, most Web games are being published on third-party publishing platforms where the game authors may not even be able to set the required headers for SharedArrayBuffer support.