I mean, Godot is not strictly advertised as a general-purpose application development framework, and it will pretty much always look 'out of place' if you try to use it for developing desktop applications (unless you can find a way to hook it up to Qt or GTK+ or something, but that seems rather difficult, and with licensing issues), but there's a lot that makes it quite appealing:
The node-scene hierarchy is really simple to grasp, and there's plenty of nodes useful for GUI dev (everything under the Control umbrella, the networking stuff with HTTPClient/Request...), the engine supports quite a few platforms (the desktop, mobile and the web) and produces relatively small binaries (compared to other engines).
Hell, I vaguely recall someone making a DB application with Godot already, so there's that.
But I do see that Godot is adding c# and makes me wonder if they are not converging on a Unity clone.
I see this crop up times and times again.
The use of Mono for C# (et al) scripting is going to be the only really major point of similarity between Godot and Unity, and sure, it might attract some Unity devs over to Godot, but the thing is that Godot and Unity are vastly different on an architectural level (Unity is pretty big on the ECS side of things while Godot follows a more standard OOP path).