Earlier quoted context omitted.
> due to open source licensing issues. It's have nothing to do with licensing. MIT License that Godot licensed under is perfectly fine for keeping console support closed-source or source-available. Problem is that Godot didn't have legal entity that can directly work with platform owners. This is why some of Godot maintaiers founded W4 Games and they're actively working on building console suport for all modern conso…
> It's have nothing to do with licensing. I disagree there. Licensing is still a huge issue with incorporating a console SDK. Each one plays by their own ball game, and it will take a tremendous amount of effort to work through the legal, business, and licensing issues for each platform. And once that's resolved, you'll still need to provide an avenue for end-users to obtain and hook up the SDK to the open source eng…
Godot is MIT licensed. Godot can be used for console development—just like _any_ other piece of MIT-licensed code you want to build your game with. It's just that doing so is (read: remains) an undertaking that you have to deal with on your own, since Godot Foundation doesn't offer anything besides the Godot engine source code under compatible license terms. There's nothing particular about Godot or its license here.
From the documentation you yourself linked to:
> Regardless of the engine used to create the game, the process to publish a game to a console platform is as follows: [painful and/or expensive and/or time-consuming process]