>Godot & Unity have the advantage of pushing the game development to the editor instead of the code.
Indeed, but even Unity isn't known for its high performance 3D titles. It COULD viable do them, but not without a lot of work.
That was supposed to be something that DOTS would address, to take out "a lot of work" and make that performance almost be taken for granted. But... well, I don't want to go on that rant again. You can excuse some performance and optimize later, but the sounds of things from this article (with general sentiments even from diehard Godot fans that Godot isn't ready or serious 3D development) makes it sound like that optimizing will in fact exceed the content creation time.
I've seen enough of the guts to know that Godot will likely never make its own DOTS. At least, not its own Burst compiler to get around the c# issues. Likely not IL2CPP either. Fortunately, you don't need that and can get maybe 80% of the performance by simply following some data oriented principles. More than enough for all but the most lofty AAA games (think GTA6 levels of scale).
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>Mind you, Godot people are working on optimizing engine performance (see my other comment) because they kind of rushed Godot 4 release.
that's good to hear, and I get it (Unity rushed out tons of features itself. Including DOTS). I hope I can one day contribute to that effort myself. Would make my future game dev life much easier and would be a good way to give back.