Who cares how many files it creates? Only what you use (import) gets compiled. C++ and D bindings have to generate the same number of classes.
"The settings need so much steps" \- not sure what this refers to. If you have Nim and Godot you basically only have to install nake and set GODOT_BIN environment variable. Compare that to any other bindings. The decisive question is how it affects your productivity. Nim is not harder to write than GDScript and it's easier to maintain in the long term due to static typing, plus it has plenty of powerful features that you can make use of, while GDScript is dead simple. So it **can** replace GDScript and it's a win for a large project.