The "problem" is that Godot is very much geared more toward 2d and lighter 3d games. Whereas Unity was in a great middle area where you could do A and even AA games that held their own.
With Unity basically dead we have seen an increasing shift toward Unreal for anything where visual fidelity "matters" and Godot for the rest. Which is awesome but it also has led to an increasing amount of "Just learn Unreal"
Also: Fuck the gods. Thank the people who actually are working their asses off on Godot and have been for years https://fund.godotengine.org/
A ~7% increase from $2040 to $2200 for a single yearly seat isn't exactly a price hike, its barely a price walk. Even the Enterprise level, which increases by 25% (but is negotiable) isn't that big of a jump when you put it into perspective.
Unity Pro yearly seats only need to be purchased if your game makes more than $200k in revenue (was previously $100k). If you made that much, you can most likely afford the $2200 per seat.
Unity Enterprise requires $25 MILLION in revenue. If you're making that much money you can absolutely afford a 25% price increase on your Unity license.
This wouldn't be 25% of your profit, it's just increasing one of your expenses by 25%. It looks like it's going up to $3000.
Edit: Enterprise price is negotiated with each company, so there's not a set subscription price. But it's still just the price of one expense, not a portion of total profits.
You aren't losing 25% profit. The cost of your Unity Enterprise license that you pay once each year would increase by 25%. For ease of understanding, if your license previously cost you $100, now it would cost you $125. However, Unity has stated that this is negotiable and does not have a fixed price. It is possible that this price is calculated with many variable including number of employees that use Unity (seats), yearly revenue and expenses, and potentially other factors as well.
And again, for Unity Enterprise you would need to make a Unity game that makes more than $25 million per year.