Does C# have any limitations in Godot 4?

Godot Version

4.2.1

Question

I haven’t used C# in Godot since Godot was in version 3. I switch to GDScript because C# had limitations. The big ones for me was that I couldn’t use multithreading in the web exported programs and most C# libraries wouldn’t export to web as well. I also wanted to create custom resources and have the Godot editor be able to create instances of them the same way it can with custom GDScript that extend Resource.

I was wondering if these issues have been fixed and returning to C# might be a good idea. I really prefer programming in an environment with static typing and GDScript has screwed me many times with code ceasing to work because it is failing to handle class names correctly. I don’t want to switch, though, if this prevents me from exporting to web or doesn’t integrate well with the editor.