Godot approach to game development with nodes is superior to other solutions IMO. I think the biggest blocker for wider adoption is 3D performance and Inverse Kinematics now. Without it, nobody will ever produce high profile game on Godot.
With Unity you have many features, a big asset store that allows you to very quickly prototype, the render engine is powerful, but the architecture & organization is just a massive mess. It's really the kind of editor were you can do everything because the dev added all the popular shiny features to make fancy trailers but nothing is planned & well organized, all features are just put one of top of another with no coherence.
Not only the the architecture feels complicated but the editor itself is super heavy : mandatory Email & account, installation size of several GBs, etc.
Godot has less tools and the asset store has almost nothing on it right now. The current render engine is not powerful but it is temporary, everything will get re-written with Vulkan to be on par with other engines.
While it has not as many features as Unity, the foundations of Godot are really solid & clean, I think this will be a huge advantage on the long term