There are many programming languages to choose from. Each has its strengths and weaknesses, as well as its fans who prefer to use it over other options. While it doesn't make sense to support every language directly in Godot, there are situations where GDScript is no longer sufficient to solve a particular problem. Perhaps you want to use an existing external library, or you're doing something computationally intensive—such as AI or procedural world generation—that doesn't make sense for GDScript.
Because GDScript is an interpreted language, it trades performance for flexibility. This means that for some processor-intensive code, it can run unacceptably slow. In this case, the highest performance would be achieved by running native code written in a compiled language. In this situation, you can move that code to a GDNative...