Beside this trade off, the one "downside" is that this is largely a single person's effort with small community around it. LOVR is quite ambitious with supported platforms, and some platforms will exhibit bugs. Anyone working on a serious project will have to get their hands dirty with the framework code, which is thankfully rather easy on eyes.
I think others already mentioned that LOVR is closer to raylib than to Godot. Once I experienced the flow of quickly iterating and hot-loading Lua code, I couldn't go back to Godot's flow adding entities in an editor, clicking around their properties, making OOP scripts and compiling to target platform to test.
LOVR's sweet spot for me is making weird one-afternoon VR projects, for example conjuring thousand or so shapes and moving them around in interesting ways. I like having the option to evolve any those projects into something full fledged and more serious, even if it would require a substantial effort. That's just me thought, some other people in community are building a full business/social platform [1] and a full indie game [2] using the LOVR framework.
[1] https://alloverse.com/ [2] https://www.youtube.com/watch?v=HLBAjKQNmFI&