Except the above mentioned have several problems:
-They are dog slow because every indexing is a lookup in a hash table.
-They don't have proper multi-thread support (with ability to share context between threads), this is essential for videogames. They either not support it or have a global lock.
-They do not support vector types natively (Vector2,Vector3,Matrix2,Matrix3,Matrix4,etc) which are also essential to video games (and binding as usretype is really slow)
-Have terrible means of GC, which are also not designed for video games. GCs usually "stop the world" to work, and when they are run incrementally they can leak memory without the user noticing. Even Unity has problems with this with C#.
Why is it so difficult to understand that Godot has created a custom script language to avoid the problems mentioned above, because the "existing languages" everyone suggests are not designed for videogames and real-time?
Is it so important to use an existing language, even at the cost of poorer performance and worse integration?. GDScript also tries to be as similar as possible to Python, to ease the transition.