Graphics aren't everything. Especially if you're aiming for a more stylistic approach, I'd say Godot is already on-par. Is it an industry standard? Not really. Does that matter? I think not.
Always remember it's also important to have good and fun gameplay. If you think, you've got an easier way achieving this with Godot, stick with Godot. Pick whatever works best for you, but don't let others tell you to use X because of some fancy default graphics or possibilities you might not even use (or need). So if you prefer the graphics and workflow in UE4 or Unity, by all means, switch! But don't just switch because you think you might do better. Try both and pick whatever fits your goals, personal preference, etc.
From what I've seen from Godot 4 so far (building it myself from source like once a month to have a look) is very promising.
But the same thing that applies to all other engines applies here, too: Your engine can be as sophisticated and as polished with its rendering system as you want, you still have to provide the assets to actually take advantage of this.
Like if your engine can render a landscape with millions of polygons, that's nice, but to actually use it, you also have to create said assets with millions of polygons. If you only use 5,000 polygons for that tree, you probably won't see any significant difference, whether it's Unity, UE4, Godot, or something half-baked C++ you came up with over the weekend (well, probably not, but I think you get the idea).