I’ve spent time in Godot and Godot Mono- if you’re interested we could pair and investigate some of your bottlenecks. I’ve managed to remove those that I’ve encountered.
Here’s a simple example of a few steps, dramatically improving performance.
It points to a few great tips- things like, being very intentional about node type, collision layers, monitoring/monitorable, and other concepts like pooling and the physics server.
What kind of game are you working on? I have managed to actually removing a lot of these bottlenecks by parallelizing or rewriting in C++. The ones I'm left with I believe are now more on the GPU side. I'm trying to use portal rendering / occludes for that.