Godot does support consoles, they just choose to move that to third parties. There's community Switch support if you're a registered Switch developer, and W4 Games licenses export plugins.
One of the reasons for this is because console plugins can't be developed in the open like the rest of the engine, because the console SDKs are behind NDAs. It's a pretty ridiculous holdover from when consoles were more specialized.
i wish people would stop mentioning W4 Games as a porting option.
their lowest revenue tier costs $2000 a year. most indie games sell a few hundred copies.
You'd be hard pressed to find console support for much less than that - compare it with Unity or GameMaker's console support tier and you'll find it's pretty similar.
It can take hundreds of dev-hours to port your engine to consoles yourself, so having another company handle it for you, for all 3 consoles, for only $2000 is a pretty good deal!
Most indie games sell on Steam/Steam Deck first and port to consoles later, usually after being picked up by an indie publisher.
The $2000 is also to port to all three console platforms, it's $800 per. This makes it feasible to say, only target PlayStation with W4 and use the community Switch port.
The situation with systemd cannot be compared to special circumstances of Godot and shady practices of its management. It's an essentially open core but privately owned product. I guess this is a better arrangement than Unity but it is not a true FOSS engine in the sense of the word.
One of the reasons for this is because console plugins can't be developed in the open like the rest of the engine, because the console SDKs are behind NDAs. It's a pretty ridiculous holdover from when consoles were more specialized.