The reasons for this are:
To develop for consoles, one must be licensed as a company. Godot, as an open source project, does not have such a legal figure.
Console SDKs are secret, and protected by non-disclosure agreements. Even if we could get access to them, we could not publish the code as open-source.
Consoles require specialized hardware to develop for, so regular individuals can’t create games for them anyway."
Copied from: https://docs.godotengine.org/en/3.0/tutorials/platform/conso...
IIRC you could even use it to make a release PC game builds, but I'm sure Unity could figure out what you were doing if you actually shipped with it as a workaround for buying your own license.
It is very sad that whatever gamedev question you have, if you search in google and add "Unity" the answers quality degrades a lot.
Considering how beginner friendly UE is (visual scripting, graph based material editor, etc.), and their (IMO) much better pricing scheme**, I think UE will eventually replace Unity as the go-to engine for indie devs unless Godot really step up their game.
* This is an oversimplification. I don't really know what I'm talking about
** completely free until $1M in revenue, then 5% royalty. You also get free access to Quixel Megascans and Mixer (which are normally quite expensive) and full access to the source code. Not to mention MetaHumans which is a game-changer in itself