How likely would you say the same effort is gonna go into GDScript?
My point being that a lot of the concerns are not foundational to Godot and GDScript and can be improved if there is an investment. But that investment will come with adoption, not the other way around.
Hard to predict. We're still in the web 1.0 phase of Godot and dealing with questions like why we made a <blink> tag. We could get serious talent addressing the binding layers, we could simply have a few key bottlenecks addressed, or we accept GDScript as the slow path and diverge. It could also simply fade away, but many don't want that, and I'm also not too interested in deprecating something many have used to launch full games.
Personally, my goal is less about making a scripting language perform as well as c++ and more about having options to make sure people can port from GDScript to some faster binding if/when they run into performance bottlenecks. At worst, maybe a migration tool may be needed. Hard, but more doable than any of the above overhauls.
We are talking about GDScript not JavaScript.... Oh wait, the parallels are remarkable
Simple language designed to be easy to learn: Check
Turns large codebases into a tangled lovecraftian mess of spaghetti code: Check
Likely to be someone's first introduction to programming languages: Check
Honestly reading the criticisms of GDScript so far is convincing me more and more that Godot is quickly going to become the next big thing, especially if the developers can figure out how to get people to use it for thier first programming project. After all most people I know who got into development started because they wanted to make their own video game.