Using Godot as a code-first C++ engine -- possible?

I kind of feel you, I used to look for the same option but as a noob C++ developer, it felt too overwhelming. But the situation today is that most of my code is static C# classes with Init and Tick methods that manage their instances where appropriate. These class methods are invoked from a single "world root" class ready/process that is basically the only one that is managed by Godot.

Some use it at the end of a project as an optimization technique to do "update batching" or to gain the ability to control tick frequency (different tiers or scripts, etc) but I love to build my systems in pure C# land as much as possible and use Godot as one of the tools, not the tool.

I'm a systems guy and if you saw my art, you'd realize it immediately.

That all being said, nothing smart to answer to your question.

/r/godot Thread