There's a persistent falsehood among Unity devs that Godot can't do consoles. There are more options available than you realise: several companies have private Godot forks that add console support, and you can either license it off them, or have them port your game.
In our case, we worked with Pineapple Works. They worked incredibly hard to port Cassette Beasts to Switch and Xbox, and did a great job. AFAIK, CB is the first (only?) Godot game to release on an Xbox!
Going forwards, I think W4 Games--founded and run by Godot's top devs--is going to be a popular option. They're offering fully-console-approved middleware for Godot 4 that you can use to export your game for consoles: https://w4games.com/2023/08/06/w4-games-unveils-w4-consoles-a-practical-console-porting-solution-for-game-developers/
As for what it's like actually using Godot: I've found it to be a well-designed, consistent, easy-to-learn engine (CB is my 1st Godot project), and flexible/extensible. Creating new engine plugins to improve workflow or add file format support is dead easy.
Going forwards, I think W4 Games--founded and run by Godot's top devs--is going to be a popular option. They're offering fully-console-approved middleware for Godot 4 that you can use to export your game for consoles: https://w4games.com/2023/08/06/w4-games-unveils-w4-consoles-a-practical-console-porting-solution-for-game-developers/