No it won't, because it doesn't have the GUI tooling at the same level, an optimizing AOT compiler for .NET, ability to write engine pipeline stages in .NET (DOTS), the quantity of items in the asset store, the sponsorship from Nintendo/Google/Microsoft and most important, it isn't part of the curriculum of many top level schools in games design.
You're right, because Godot's GUI tooling is incredibly beyond anything Unity offers (and I say that as someone who primarily uses Unity).
Unity's GUI solutions so far are plagued by terrible performance on the common usage scenarios, terribly undocumented when it comes to making your own components, and the layout system is simply a big mess.
While Godot's isn't anything particularly worth praise by itself (especially when compared to dedicated UI toolkits), the simple fact that creating a simple 2-screen interface does not melt a mobile device's CPU puts it far beyond Unity. That, and the layouting is relatively saner.
So much so, that at the company I work for (which is sort of consulting, not products), when we need to do 2D or UI-heavy games, we go to Godot, to the extent of training Unity developers on it instead of trying to make do with Unity's UI.
I do agree on the other points though, Godot is still very young as a community and so the asset store is pretty vacant.
It has gotten some limited support from Nintendo, surprisingly. They have let a limited number of developers develop for the Switch using Godot on a new SDK.
Oh, I honestly would have thought it was more. I'm not saying that it's a level playing field. I'm just saying that Godot is making some in roads to normalization and hitting mainstream acceptance in the games industry.
It is still a nice engine for small teams though.