I've never used Godot, so anything I have to say will be of limited value, but since no one's said anything about it yet, I thought I'd offer a view anyway.
Since web animation is one of your primary uses, a very important question to ask is: where will you be making those animations: in GameMaker/Fusion/Godot, or in an external program (After Effects, Toon Boom, Spine, etc.)? If it's the former, then Godot will have a significant advantage. It has a built-in animation editor that appears to be very solid. Fusion's animation editor, on the other hand, is...well, virtually non-existent. It has no support for keyframes, vectors, bones, scaling/rotating/distorting, timing changes, or just about anything else you'd want in an animation editor. You're basically limited to image sequences, with some rudimentary drawing tools thrown in. The exception may be Spriter, which has some Fusion support via a (paid) extension available on the Clickstore.
If you'll be animating in some external preferred software, then that will probably be fine. That's what I do - I make all my animations externally and then import as image sequences, and so I don't really need any other features in the animation editor.
But for me, all arguments for/against Fusion and Godot should stem from how you react to this image:
Fusion's
raison d'être is that you'll never ever have to see anything like that. Yes, it has an expression editor that lets you input some potentially complex calculations on a per-line basis, but you'll never work with chunks of code like this that actually look like...well,
code. For some people this is a turn-off, while for others it's a turn-on. How comfortable/willing/enthusiastic you are about syntax-based, hand-typed scripting should determine whether you even consider Godot (or Fusion) or not.