Well, I write one thing: https://godotengine.org/

The thing that I like the most about Godot is that the binary weighs less than 200 MiB, compared to the several GiBs of Unity, and that you don't need to deal with any account, registration or license BS like you do in Unity.

However, one thing I don't like about Godot is their choice of a dynamically-typed, scripting language as their main programming language, instead of a statically-typed, compiled language which, in my humble opinion, would have been better.

GDScript can be made to use static typing: https://docs.godotengine.org/en/stable/tutorials/scripting/g...

Additionally, C# has first class support and community supported languages include stuff like Nim, Rust, and Typescript: https://github.com/Vivraan/godot-lang-support

Compilation is irrelevant to a game engine scripting language. I think Godot does some magic on their end to make the interpreted nature of GDScript not matter from a performance perspective, but don't quote me on that.