I agree completely with this. There's been a widely-held misconception, brought on by certain programming styles and libraries, that GC implies trashy, fat programs that are wasteful. But in fact, as you point out, programs that are tight about memory allocation, but nevertheless GC'd for a few things here and there, can still run great with little overhead. Allocation discipline is more important than most other considerations, IMHO.
I also tried running vanilla Go in Wasm (one of the targets I want to support) directly and was hitting GC pauses and frame drops every second. Garbage generated due to temporaries has also been an issue in an engine I worked on that had Lua scripting. This isn't just a theoretical thing, it's clear it's a problem. When you say "programs that are tight but" and "allocation discipline" it's like why add the cognitive overhead when you can not have the problem at all. I want to / want people that use this engine to be able to just write naive / straightforward code and get a high perf ceiling off the bat. GC is not actually helping in the game case since game logic is ultimately explicit about entity lifetimes.
So there isn't a reason to use it and then work around it. If anything I think it's because the ergonomic language work after C++ (C#, scripting languages) tended to include GC so using them meant having it. This is an exploration in having a language that doesn't do that and preserves ergonomics (and it's working / promising).
All that said, the GC thing isn't the main or only reason that motivated this approach, it's just one of the points among everything else. Portability (the resulting C++ compiles and runs in Wasm, native desktop, mobile is supported) and control (being able to decide language and resulting execution semantics, having direct integration with tools) are the main things, at a high-level.