Godot doesn't display native widgets, so it has no support for accessibility, for example to screen readers and blind users. Some people think blind people bring too little profit to care, but this is wrong for one single reason. There are some laws mandating accessibility, and more laws are being passed, for example in the EU. Even if you don't really focus on accessibility at this point, you always want to keep your options open, in case the law forces you to. If you choose Electron, WX or even QT, some minor tweaks will usually be enough to make it right. If you choose Godot, you will need to rewrite the whole thing from the ground, which might kill your business, or risk fines and litigation, which might also kill your business. This is even true about internal tools, as there are laws mandating accessibility of the tools used at the workplace, and you never know when a blind person gets hired for a job they theoretically should be able to perform.
This might sound very harsh, but it's important to get this right early, as one bad decision here is usually irreversible. Of course, this applies not just to Godot, but to any GUI tool which doesn't implement accessibility properly (including those that theoretically work on the web, but use canvas instead of DOM rendering).