Earlier quoted context omitted.
I'd like to know more about what you mean by "Godot is not good at 3D open world". Is it just a matter of performance or something more architectural?
Architecturally it's perfectly fine, designing the 3D world is just as capable as the 2D world in terms of tooling. It's more a performance concern. The biggest pain is the lack of proper face culling. It does object culling, meaning if you don't see it at all, it's culled. However faces, not quite. So if you're in space, and you're flying nearby a big ship full of triangles, such as an imperial star destroyer, you r…
There is limiting of overdraw (not rendering the same pixel multiple times) which is easy with Z-buffers. There is frustum culling (not rendering triangles that are outside your FoV or facing away from you) already of course.
The final type of culling is occlusion culling which is avoiding rendering that starship because it's on the other side of a planet from your viewpoint (for example). That's not a feature of 3.X but it's a feature of 4.0. The technical details are pretty interesting, it uses Intel Embree (the raytracing library) to do a low-res raytrace to find the occlusions.