I find the Godot native editor annoying (and it lacks vi keys!) amd clunky and long for multiple tabs but it increases productivity enough that I wouldn't give it up.
Mmmokay.... We of course use some basic physics for collisions detection, but everything else is mostly animated sprites and a lot of code. There are a lot of game mechanics and they all implemented without any visual scripting.
And even with Godot scene editor is solid I simply don't have to touch that much since all basic objects were implemented long ago and it's mostly duplicating with some editing for integrating new visual content.
95% of time I spend working on gameplay code and here Godot own code editor UX is very lacking compared to almost everything else. So here VSCode comes.
??
What exactly can be compensated for with a code editor? 75% of the value of a "modern engine" is in its tools... with something like Unreal it may be close to 90%. Level editors, object browsers, geometry editing, animation editors, rigging, particle editors, material and UV editors, physics/navigation/ai system and their editors... the list goes on and on. Gameplay code is something you'll either do in visual scripting (UE blueprint) or in an external IDE. Any engine-level coding will be done in an external C++ IDE (Visual Studio). So... I can't imagine what exactly VSCode compensates for?