If I change the Keep Aspect to keep width (the only other setting available), completely does not make the camera match.
G-Brain from Reddit aswered this to me:
To convert a Blender FoV, say H in degrees, to a Godot FoV V in degrees, you should compute V = (360/pi)arctan(tan(Hpi/360)*9/16). In particular 45 degrees in Blender maps to 26.2 degrees in Godot.
Yet after trial and error the FOV that matched the best to me was 25.4
So what am I missing here?