An important compilation target for Godot is mobile, since it's obviously a very large games market.
And, since the Godot IDE is, itself, an app written in Godot, porting to mobile is almost free. More a question of tweaking than rewriting. That's the same reason there's a version of Godot runnable in a browser... it's a consequence of Godot allowing webapps as build targets.
How does this square with the blog post I linked, that sounds like a lot of work, and its ending blurb, "It’s been a long road to bring full build support to the Godot editor on Android and XR devices, and we are excited to see what you build entirely on device!"?
A long road does not sound like something almost free
And, since the Godot IDE is, itself, an app written in Godot, porting to mobile is almost free. More a question of tweaking than rewriting. That's the same reason there's a version of Godot runnable in a browser... it's a consequence of Godot allowing webapps as build targets.