It's worth noting that Godot 4 is using actual .NET instead of Mono, so you get all the tooling support that implies, including seamless debugging with Visual Studio, etc. Unity has been promising that transition for years, but I'm pretty sure they're still using some customized version of Mono.
So you can write a game with .NET 7 and everything is great. There's a little bit of extra overhead when making calls into the Godot engine, so you still may want to use bits of C++ for performance where it matters, but otherwise there are only a few rough edges left.
Unity wants to transpile it to C++ code. IL2CPP where they take the IL code of your C# and translate it into C++ for speed. So yeah, not only are they NOT using dotnet tooling but they are going the opposite direction.
So you can write a game with .NET 7 and everything is great. There's a little bit of extra overhead when making calls into the Godot engine, so you still may want to use bits of C++ for performance where it matters, but otherwise there are only a few rough edges left.