Picking a game engine that subtracts hundreds of millions of potential players from your game without huge engineering effort to support a single console? Yea, that's a problem.
There are many successful game genres which are functionally PC-only, because you cannot reasonably play them with a gamepad. See Paradox grand strategy games, for example. Those "potential buyers" never existed.
CK3/Stellaris proved you could do grand strategy on console.
Halo Wars 1/2 proved you could do RTS on console.
Cities Skylines/Prison Architect proved you could do Sim games on console.
FFXIV proved you could do hotkey MMOs on console.
While you certainly can't forklift existing games like aoe2/sc2 onto a controller, I'm pretty much out of the business of assuming consoles are unsuitable for genres these days
Best to start small with your first few games regardless. porting is always harder than the industry leads on to suggest and to be frank, your first games will suck a lot. Porting can come after making something people want to play.
But all of that is tangential to why I wouldn't recommend Godot for a first game not unless you are already a competent C++ programmer and are ready to dig into the engine for problem. But I always like when I can chime in on how frustrating the porting process is.
For a Game Engine yes, it relegates you to an (albeit still quite large but inevitably an order of magnitude smaller) niche and hinders adoption significantly