What does HackerNews think of godot-lang-support?
A community-maintained list of Language Support Projects for Godot Engine.
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.
GDScript is the most tightly integrated into the Godot editor, but there are tonnes of language bindings that work just as well and call into the C++ API just the same. C# is officially supported and they just ported it in Godot 4 to use .NET 6 instead of Mono. I've also used the Typescript/Javascript module from a 3rd party in the past and it surprised me how good the dev experience was. I'd wager that most devs who want to use their preferred language with it are also probably people who don't rely too much on GUI tools and won't miss the few features that gdscript gets from being directly inside the editor.
Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast.
There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time.
Godot is changing their plugin system in a future version, which hopefully will make language support much easier.
You might still be able to learn algorithms and methods using Godot, but to me the primary reason to use a framework like Godot is to finish a game. You learn the framework to use the framework - the player isn't going to know or care either way.