Either method, making a global audio player or creating audio streams for each sound effect, should work fine.
The only, minor snag with creating audio streams for each sound effect is that, depending on how you pass the sound effect file, Godot may need to load the audio from a file prior to playing the sound effect. This could possibly create a slight delay/lag as Godot loads the file from the disk, however I have not seen this myself, but it could be something to consider. Using an audio manager can work around this by loading all the needed sound effects at the start, but that’s about the only advantage, outside of just general preference.