My opinion as a gamedev who doesn't work with engines like this:
-Unity and Unreal both offer better performance guarantees and more featureful runtimes than Godot
-Both represent much more mature ecosystems, with tooling that's again, more powerful than Godot
-Both have more robust communities and larger talent pools
All of this said, I'd be more likely to use Godot for a quick personal project than either Unity or Unreal. But then I'd be more likely to choose Raylib over any of these options to begin with. Other people's choices might be influenced by the above, or they might choose Unity/Unreal out of familiarity, or possibly even something as simple as marketing hype/market perception. I'm not really sure the current state of Godot, but last I toyed around with it, I got the impression of something that was in-between Gamemaker and Unity and that dominates my perception of it today.
-Unity and Unreal both offer better performance guarantees and more featureful runtimes than Godot
-Both represent much more mature ecosystems, with tooling that's again, more powerful than Godot
-Both have more robust communities and larger talent pools
All of this said, I'd be more likely to use Godot for a quick personal project than either Unity or Unreal. But then I'd be more likely to choose Raylib over any of these options to begin with. Other people's choices might be influenced by the above, or they might choose Unity/Unreal out of familiarity, or possibly even something as simple as marketing hype/market perception. I'm not really sure the current state of Godot, but last I toyed around with it, I got the impression of something that was in-between Gamemaker and Unity and that dominates my perception of it today.