> One downside to godot’s inheritance is everything is set up in code and decided at compile time instead?
That's not really the case because Godot can load scenes at runtime. The scene format itself (.tscn files) is text based[1] (which is also nice for version control) and could be edited by hand, then loaded into the game at runtime. Though since the Godot editor is open source and totally free it would probably be better just to ship that with the game. It's also really easy to extend so custom game centric plugins that modify the editor itself are also easy to write.
1: Here is a sample scene file, just to give a sense of the format:
What I think he's referring to is that you cannot compose new entities that consist of a different mixture of data. I cannot create a ProjectileWeapon that also plays audio, without changing the class to also inherit from an audio node type.
In Godot, you could create a ProjectileWeapon and then add a sub node that plays audio. I don't think that Godot's design limits what you can do at all, there's just a different way of doing the same thing.
Sure you can solve it by basically adding more objects to the world. That's not different from any other engine, but littering your scene graph with nodes because the alternative is inheriting from more things really isn't good.
As much as godot wants to claim their nodes are lightweight, ending up with so many redundant tramsforms, vtables and more (see their Node3D class) just shows how inflexible it is. Again in engines like Unity you can take the exact same approach, they just allow you to author entities without this redundancy.
To add: the blog specifically mentions that using inheritance is used for better re-use, but the need for having this composition through nodes would take that away. I know this might not be your specific point, but it ironically makes it seem they don't see this as an alternative.
That's not really the case because Godot can load scenes at runtime. The scene format itself (.tscn files) is text based[1] (which is also nice for version control) and could be edited by hand, then loaded into the game at runtime. Though since the Godot editor is open source and totally free it would probably be better just to ship that with the game. It's also really easy to extend so custom game centric plugins that modify the editor itself are also easy to write.
1: Here is a sample scene file, just to give a sense of the format: