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You can use anything hashable as a Dictonary key, meaning you can use any Variant (including Array). But in case of Array it seems buggy when modifying an Array being a Dictionary key, just tested it and reported. But if you'd not mutate such key-Array then it should work fine already.
It's community-supported. https://github.com/Vivraan/godot-lang-support
You may want to read the sources as well: https://github.com/cart/godot3-bunnymark The benchmark hasn’t been updated since 3.1 so likely the docs number is also not repräsentableres anymore.
There technically are overloaded methods, but only for built-in engine methods (implemented in C++). There's no way to have your own overloaded methods in GDScript. There is a proposal though: https://github.com/godotengine/godot-proposals/issues/1571
Yes, I've read that proposal and the discussions that are linked to from there. It looks like there's little to no chance of this being implemented no matter how matter how many reactions it gets. The engine dev that appears to be most relevant is working on a feature that actively makes named arguments less possible.