Yeah, I started a project in Unity a while ago, and tried out Godot in the meantime.
Unity really feels like there should be a single correct way to do any specific thing you want, but actually it misses <thing> for your use case so you have to work around it, (and repeat this for every unity feature basically)
Godot on the other hand, really feels like you are being handed meaningful simple building blocks to make whatever you want.
Bingo. They don’t actually understand their users. Instead they’re the Roblox of game making, just provide the ability and let devs figure it out (and then sell it as a script).