People are always skeptical about it because they fear it is another thing to learn but it is very tailor made for Godot and for that reason you will pick it up in no time.
If you have worked with any scripting language, you will feel right at home. JS/TS would be a worse experience because that language is not designed for Godot.
I know 4.0 is a bit better for that, though I'm not sure how much better.
I know 4.0 has improvements here for GDScript, which is good to hear, but I'm quite comfortable in C#, coming from a background as a Java/Android dev.
It's not really a language meant for lots of computation, but that isn't actually what most gameplay code needs: games are generally doing something based on a lookup table, finite state machine, or collisions. It only becomes a deep issue if you've got a lot of custom simulation going on.
I think it makes a tighter experience, and less maintenance work is done for bindings and transferring data to/from a separate heap/runtime for scripting.
Also once people start using GDExtension it should be easy to import languages to 4.x without recompiling.
IMO, their scripting language is pretty accessible to anyone with a bit of experience with programming and has nice syntactic sugar to integrate with the engine.
If that is a factor you should be using C# or gdnative C++.
please no