Bear in mind that almost nobody has really started porting anything to Godot 4, because it's still in alpha and stuff isn't quite nailed down yet. It makes sense to wait until the first beta, which is probably a few weeks off.
Sure, makes sense. But the question was which features are missing from the engine itself, and that one came to mind (Unreal and Unity both have built-in terrain systems, even though Unity's is crap). Not making demands, just observing/relaying
Another thing that's pretty interesting to have, but isn't quite there yet is dynamic render resolution scaling, which can be a godsend for lower spec devices.
(note: for some, certain limitations might be dealbreakers, as described at the bottom of the description)
It's pretty cool to see people creating pieces of functionality like this, be it terrain functionality, or even the resolution scaling, which you can see a video of here: https://www.youtube.com/watch?v=AW0A-G5mMcw
I also recall there being a more static version that didn't seem to mess with your scene (as much?), but it wasn't really suitable for dynamic resolution changes at runtime back when I checked.
Now if Godot 3 could get a backport of dynamic LOD that would be great, but other than that Godot 4 is promising and it feels like the engine has a bright future ahead of it!
I just doubt that the asset/plugin situation will get anywhere close to as much of a flourishing ecosystem as Unity's, given that the financial incentives aren't quite there yet. Of course, having most of the current ones (even if a limited selection) be free is nice, though.