There are many more reasons but those are among the most important ones.
Never heard of anyone hating on GDevelop for that reason
In the early days when GDevelop dropped the C++ codebase and transitioned to JS, HTML5 support was really poor on mobile devices and building HTML5 mobile and desktop apps required to use 3rd party CMD tools which was troublesome to use especially to interface with 3rd party APIs. At this time build services was also not free or they did put limitations on project size, build times…etc
GDevelop had to also drop features in the early days such as 3D boxes, lights, particles, tiled maps, spacial audio, xml support and maybe more.
For that reason alone some people did spread negativity on the forums and left the community.
Of course as the user base is growing, the demand for a more beginner friendly scripting API like GDScript and GML also going to grow but it would go against the core principle of GDevelop which is developing games without code. Making the event system even more flexible, more capable would make more sense in my opinion than maintaining any kind of scripting language as the primary way to develop games.
Thank you for your explanation.
The funny thing is that most of the rare crashes we have are due to the C++ code we use for the core game engine (herited from GD4), due to the difficult memory management in C++. If you miss to free a memory slot, it can crash.
That was the most fun thing^^