I've read that Godot doesn't support consoles (out of the box) because it can't integrate NDA'd console SDKs and tools. But why can't the Godot IDE use a plugin architecture that delegates to console SDKs and tools that the game developer has installed on their own machine?
It's that it can't sign the NDAs in the first place. From what I understand, getting godot to output graphics on a switch or ps4 or whatever isn't the hard part. It's meeting quality control metrics from nintendo, sony, etc. When you partner with a company for porting, it's their experience that you're getting more than code.