Earlier quoted context omitted.
What is your one-size-fits-all-possible-use-cases scripting language they should all use instead? Lua? Counterpoint: https://julien.danjou.info/blog/2011/why-not-lua Any scripting language will have issues. It is far easier to reason about and deal with issues created by your own DSL than some other 3rd party language that you have minimal or no control over.
Why not extend an existing language? Python's meta programming capabilities are excellent. Keep the syntax the same, but introduce new features as you see fit. Wouldn't that work?
Initially, Godot was designed to support multiple scripting languages (this ability still exists today). However, only GDScript is in use right now. There is a little history behind this.
In the early days, the engine used the Lua scripting language. Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with Python, it also proved difficult to embed.
The last third party scripting language that was used for shipped games was Squirrel, but it was dropped as well. At that point, it became evident that Godot would work more optimally by using a built-in scripting language...
http://docs.godotengine.org/en/latest/reference/gdscript.htm...