> I like Godot but its open source nature means it does have some rough edges, mostly around GDScript but framework features like tilemap implementation, model imports and physics have always been a bit wonky.
You're attributing a lack in Godot you feel to it being open source. Given the commercial success of other open source projects like Blender, I don't think this is a fair or measured take.
Blender is a lot older and has a lot more professional investment and interest behind it. I don't doubt Godot could be in a similar state of quality given as much time and effort, but I don't think it's there yet. With open source, contribution quality is often a function of popularity attracting contributors with the necessary skillset being willing to put in the time and effort, usually for free.
This isn't meant to be a slight against open source, just an acknowledgement of the tradeoffs of an open development model. Something like a game framework or model editor can't reach a certain level of maturity until actual professionals in the field care enough to contribute, because of the knowledge gatekept within those industries, and their expertise. Most free software contributors will necessarily be amateurs and hobbyists, and that will likewise limit the quality of the end product.
You're attributing a lack in Godot you feel to it being open source. Given the commercial success of other open source projects like Blender, I don't think this is a fair or measured take.