Other scripting languages are also easy to learn. Vanilla Javascript is much easier than GDScript. And so is Lua. Kids learn coding in Lua. Even Python isn't that difficult compared to C#.
It's only benefits are native integration with the client, and guaranteed support in perpetuity, and it's easy to write, and easy to learn, and teach, it almost never surprises you in ugly ways (which is awesome), it comes with a good enough debugger, its library pretty much covers what you need to make your average indie game... But what did the romans... I mean, GDScript, ever do for us?
Hey, if GDScript could run my idea for a 3D Open hub Action RPG at 60fps with little concerns for performance, I'd have no issue.
But alas, my desire for a proper binding or directly tapping into the c++ comes out of necessity, not some pride as a "real game developer". It's not impossible for GDScript to one day become the WebASM of Godot, but we both know that WebASM was, and still is, decades in the making. I imagine it's simply faster to forge a fast path API and let the slow path work for non-performance intensive games.
I also very much like the way signals are declared compared to C#’s code generation.
I’m also a fan of TypeScript, so being able to do gradual typing while prototyping is a huge plus. It’s going to be a big advantage if they ever get JIT.
Everything being reference-counted, rather than fretting about GC pauses is comforting too.
There's almost no nasty surprises. Nothing like learning JavaScript and then discovering the weird behaviour of this, or using Python and discovering for the first time that the weird bug you had was because you set a dictionary as a default value for an argument.
It's got some of the syntax sugar you might expect from modern languages. Not as much as Python, but that might be for the best if they're trying to keep things simple.
Some of the syntax sugar (@onready, $, %) is specifically there to integrate with the engine and it is very very nice.
Documentation is good, integrated with the editor and the inspector.
The debugger works well (98% of the time, hopefully it'll keep improving).
It's one of the nicest languages I've learned in a long while. I think it's because it's only trying to do one job and it does it fairly well.
When I started learning it I noticed many things that were done better in other languages I've used (it's specially tempting to make comparisons with Python since it looks similar). After a few months using it almost daily to make a somewhat simple game I realised most of those things don't matter and for the purpose of making games in the engine it's pretty solid.