Lots of
low-end, non-premium-experience games are made with those things. And e.g. games that use Lua usually only use it for high-level gameplay logic, i.e. most of the running code is in C++ or something.
And yes, it's a problem.
See the other comments here about VR. With VR you want to render at 90 frames per second, in other words, you get 11 milliseconds to draw the scene twice (once for each eye). That is 5.5 milliseconds to draw the scene. If you pause and miss the frame deadline, it induces nausea in the user.
But this comment drives me up the wall:
"GC doesn't seem to be a show stopper for them, you just have to be smart about allocations..."
The whole point of GC is to create a situation where you don't have to think about allocations! If you have to think about allocations, GC has failed to do its job. This is obvious, yet there are all these people walking around with some kind of GC Stockholm Syndrome.
So now you are trapped in a situation where not only do you have to think about allocations, and optimize them down, etc, etc, but you have also lost the low-level control you get in a non-GC'd language, and have given up the ability to deliver a solid experience.
Bad trade.