In my experience being able to decipher poorly documented/horror show code is par for the course in basically every job I have worked (outside of game dev). Be that internal repos for that company, or external resources on GIT, a large part of my job has simply been understanding how someone else did something from minimal/no documentation and making my own version. In general, I've found the further you go with programming the more this seems to be true.
With the above in mind, I personally found the Demos to be a great resource. I think to anyone who has been over the docs and gotten used to the interface, the Demos are by and large straight forward to understand and commented well enough (with a few exceptions) and the fact they are called Demos and not Tutorials should be a bit of a giveaway as to their purpose. Though in hindsight I do agree they are a terrible place to 'start' despite being so highly visible when loading up the engine.
This is probably a topic worth raising on the Godot docs GIT, as there are a few ways to fix it and they may not agree. For example, I would be fine keeping the Demos as they are but think the top of the list 'Demo' should be an actual tutorial that walks the user through interface basics, showing them where the docs are, pointing out Demos are not tutorials and where to find tutorials etc. This would go a good way to introducing people to where they need to actually start because imo the Demos pale compared to the Docs for a beginner, but people always want to jump right in and that should be catered for really if it can be.
And/or make a separate Tab for Tutorials that are structured to be such, though I have no idea how to make a project with popup tooltips in the Editor (like Unity tutorials), but perhaps somebody on Git does?