I come from construct 2 myself, so fully understand your frustration with a rent the software approach.
But you need to understand that if we want Gdevelop to be a sustainable project, we need to find a way to fund it.
The way these builds work require paying for a server cost and the limitation is there to prevent gdevelop’s community from overloading that server while keeping its bandwidth cost manageable.
As I see it gdevelop is a vastly better deal than construct3, as it doesnt limit how many events you can use and you can fully create a complete game free of charge. It doesnt lock you out with a paywall from your own projects.
As to builds- if you think about it,you do not need to make loads of builds every day as you develop your game. That is what playtesting is for. You change stuff, you playtest - not build.
Once you finally have a game - that when you build/release it.
Do you ever see yourself making and releasing more than two builds on itch.io/other website in a single day?
Remember that if a whole lot of people use that service and it exceeds what we can afford to pay for its bandwidth, nobody will be able to use it. We are merely trying to keep it running for everyone, so this limitation is needed atm. That is at least until we figure some ways to fund gdevelop in a sustainable way, which doesnt alienate its own community the way construct did.
Godot is nice and is powerful, but does not give a damn about an event sheet approach. Believe me, I treid convincing its core devs to try event sheets and they dismissed it for blueprints. They could not see the value of the event sheets.
I personally hate blueprints visual programming - you can very quickly end up with a spaghetti mess which is extremely hard to follow