I would argue that even if Bevy was ready for production it would not really compete with Godot.
Godot's performance is plenty for the vast majority of small to medium games. Plus they're starting to work on features like texture streaming for bigger games. It also has an editor which is a big plus for most teams.
Bevy would be objectively better for expensive CPU simulation stuff but realistically what percentage of games need that? Maybe 1%?
For Bevy to catch up on the indie game scene it needs an editor plus a scripting language and/or something like Unreal Blueprints. If it only wants to target the hardcore Rust dev that does everything by code it will never go mainstream.
Godot gives GDScript simplicity for the vast majority of use cases which is that iteration boon, provides C# for games that need the additional guardrails. For performance critical game scripts you can just jump to C++, Rust, Swift, etc.
But most game scripts are not performance critical. Clair Obscur: Expedition 33 swept the game awards last year as an Unreal Engine game made using almost entirely visual scripting (blueprints).
Maybe it's the "ancient" part, because more recent is always better ;)
Starting with absolutely nothing but a compiler is always going to be a worse experience (and less likely to result in anything released) than a GUI-driven and aided solution. If Defold developers had produced a fraction of the libraries that Godot has, it might have had a chance. As of now, it's worse than other abandoned engines like Solar2D (was CoronaSDK) for people entering the space. As most people know, the vast majority of games are net-losses, so engines live and die by the ease of adoption by newcomers.
A lot of people complain about OOP, but it's a paradigm very well suited for rapid development.