Like Unity was originally born from the idea the two co-founders would build a game studio that would license their tech. And they did in fact release a game: https://www.macworld.com/article/174909/gooball.html
They were 100% that plucky startup (I mean the team started when two people met in an apartment off a forum and merged their codebases...) and before they started leveraging all of their funding to buy up middleware after middleware, they were actually pretty good about stability and quality.
They literally built their initial success on the quality of their editor) -
Godot also suffers from the exact same 80/20 problem Unity does (W4 Games is literally betting the farm on commercializing part that 20% in closed source tooling).
As far as I'm concerned that problem is inherent to any game engine that targets widespread accessibility, because making a game without an extremely deep level of discipline when it comes to organization will always be a recipe for a slog.
Yes Unity being more responsive to bugs would help, yes Godot is currently a million time better off in _that_ respect being open source... but again, to me funding is exactly where the train starts to jump the rails.
If you actually go back and research Unity's roots, they had the _exact_ inspiration and drive Godot did, but it was having to recoup investments that slowly pushed things off track, and eventually that snowballed into what we have today. From guy who wanted to make Mac games and tools for people who make Mac games... to a company that's merging with an ad corporation for their survival.