I'm new to Godot (in fact I just discovered it this morning); I've tried to find the answer to this and haven't yet, I hope I'm not double posting / missing something obvious.
I've been working with Unity for a number of years, and I've recently started looking for an alternative because (in part) of being a bit disillusioned with what an incredible pain it is to write and use something as simple as a JSON parser (that works correctly in more generalized / dynamic / easier to change cases than is supported by the currently existing JSON parsing libraries) in C# or UnityScript.
(It's not that it can't be done, it's just that it's a real pain, and that kind of thing and so many other things like it are so much easier in duck typed languages.)
I am very excited about the ideas presented in the GDScript documentation! I'm really looking forward to trying it out... but I would hate to put a bunch of effort into learning a new engine and language environment if it's all headed down the very same path I'm trying escape.
Is C# / strictly typed scripting the new main direction for Godot development?