It is hard to get models out of Blender into Godot (correctly and without loosing half the work).
Gamedev relevant open-source projects should come together to create a new 3D interchange format. More in the GitHub discussion.
I’ve submitted this proposal to other open source projects as well:
What you said is patently wrong.
As someone who works with USD daily digging through the bowels of the code and working with the format at a root level, it is 100% something that gaming should (and is) adopting. The Godot team would be frankly stupid not to put full native USD support as a high priority. The ability to store rigs, transform animation, and easily encapsulated asset variations alone makes the format godly. It is also very clean in how it manages asset linking and scenegraphs which makes traversal a breeze to encode. Also, it makes an DCC agnostic format which allows game developers to engage with freelance artists and not care what they use. Houdini, Blender, Maya, C4D, and any future DCC are going to be able to export to it. Hell, Houdini (my preferred DCC) has an entire context dedicated exclusively to working with, rendering, and exporting USD format.