When I played with Godot (two years ago, a lot has been improved since), it was definitely a bit raw. It worked, but I found it a bit of a struggle. I’ve been reading their release notes since and they’ve improved a lot, but I haven’t actually tried it out yet.
The one thing I personally don’t like about Unity is how much emphasis is put on C#, I just never got into the language and have no desire to use it. Godot is a bit nicer for me in that respect. I prefer Unity’s ECS and job system over Godot’s scene system though, but lots of people say the opposite.
I don't see anything so far to back up the claim that Godot isn't finished, which would mean it's not suitable for anything except for experimentation. Seems like it's at least fine for smaller games.
Here's a summary: https://www.reddit.com/r/godot/comments/axsohk/in_your_opini...
Missing occlusion culling is on the top of list.
The latest reference (from 9 months ago, so not much more recent) I could find for occlusion culling[0] says it and LOD are planned for the Vulkan branch, so those are still issues.
[0]https://old.reddit.com/r/godot/comments/emachb/how_long_unti...
What important features is Godot missing that Unity has?