So you're perfectly happy to reinvent the wheel but looking over a bit of source code is too much?
Yes.
Does anyone have any pushback on the Godot shit-talking?
Me. I like it. I use it a lot. People say it's shit for 3D, but I think 3D works fine and I'm working on at least one 3D game right now. It's the engine I've done my best 3D work in.
My main demand a lot of the time is that things just work. And Godot is very good at that. The fact the code editor is built in and robust means I don't have to worry about a point of failure elsewhere. I like the scripting language too. I know most people swear by C or C++, but I'm fine with scripting and have never had a performance bottleneck yet.
My complaints about it are from using it a lot. The engine has some weird idiosyncratic things about it. Like moving an object being done one of several different ways, and which work on which nodes can be a bit of trial and error. Which movement types have to multiplied by delta, and which don't. Things like that. Most of this is just nit-picks and can be brute forced or worked around eventually. My only real complaint is getting the UI to work "as intended".
Bit of a rant and a power level, but I was denied a place at university. This turned out to be a blessing in disguise. Back around 2008, I knew a bunch of people who went to university for game dev degrees. They'd laugh at me for using non-industry tools. GIMP, Game Maker, and Blender. The "industry standard" was C++, Photoshop, Maya, and 3DSMax. These universities would often have famous devs speak at them. The real prize was going to DigiPen, ie. The university the Portal guys came from. These people got their degrees, and then worked retail job while they waited for Gabe Newell to call them while I toyed around with dumb "babies first game engine". They were still waiting for that call last I saw them.
My point is, these people never made anything. Meanwhile these non-industry-standard tools would get vindicated later. Game Maker was just a babies toy until Hotline Miami. Unity was for asset flips until Harthstone and Cities Skylines. Nobody uses Photoshop to make textures any more. These days I get mocked for coding things instead of using plug ins, while at the same time getting shit talked for not building my own engine in assembly or C.
I don't make the best stuff, but at least it's something. And while there's a lot of shit-talking of Godot in this thread (some of it for good reason) it reminds me of the same attitude people had back then.