Disclaimer, I never released any commercial games. Only mini games that I've submitted for game jams and that's it. So take it with grain of salt.
GameMaker doesn't officially support 3D, so if you're planning to do anything 3D you can cross that one off the list. While it's true that you can do 3D in GameMaker, they do expose the APIs you need for that however you are pretty much on your own. As for Unity I have written on my reasons switching from Unity to Godot. As for Unreal I don't have much experience in it, but they seems to be an overkill if you are strictly working on a 2D game.
What I like about Godot:
It's lightweight. I can go on vacation and bring my decades old laptop, and it will run Godot Engine fine. Heck it would work on phone as well.
Easy to extend. Writing custom module for the engine is pretty simple, even simpler if your module can be done with GDScript. For comparison, writing extension in GameMaker is real pain.
Godot Engine is Godot Games. I really love this dogfooding approach. The Godot IDE that you are working to make game itself is a game, with Editor modules on.
Free and open-source. Free as in free beer, for you to copy modify redistribute. So if for whatever reason there's something that blocking in your projects you can always resort to do engine modification.
Things that I would assume why Godot isn't as widely adopted as other more popular engine is the lack of resources. If you take look at Unity and see their resources are tremendous, be it learning resources, asset store, courses, etc. Their ecosystems are huge, compared to them Godot is like midget :goded:
Performance has never been the main selling point of Godot, and I don't think it will ever be.
Lack of security. Your game by default is very easy to decompile and unpack.
Just my two cents.