Right. If you try to be everything to everyone, you end up being nothing to no one. Godot is positioned as a game engine, and I think that is the right call. It is flexible enough that you could write general software in it, and while it may not be the best choice for everything, I think it suffices for most stuff.
Depending on your software project, you might not want to use Godot as you might need tighter access to the underlying operating system and the default GUI elements. This is less relevant these days, as you see apps like Steam, Spotify, etc. use custom designs and don't rely on the OS GUI (like the file menu, etc.). But maybe like 10 or 15 years ago, I think people would think it was "unprofessional" to have an app with all custom GUI (and also, back then a lot of the graphic design was questionable like with things like Winamp). But today, customers would rather a clean design and no legacy OS menus, which Godot can provide.
Also, not to derail the discussion, but I do think the game industry is too focused on gun violence. I mean, we have the capabilities to make photo-realistic worlds out of our imagination and the first thing people do is grab a gun and shoot each other. At least some indie developers are exploring interesting non-violent topics, stuff like Gone Home, The Stanley Parable, Dear Esther, Everybody's Gone to the Rapture, Marie's Room, Virginia, Beyond Eyes, Wide Ocean Big Jacket. I mean, I do enjoy shooters as well, but we need more diversity of experience.