lee-willis My point was that something like the "while" event loop exists somewhere inside the Godot core, and there exists some way to configure it (e.g. one or more Godot project settings) so that it will sleep until the next event instead of just looping as fast as it can.
If you look in the documentation, the main loop is an abstract class that inherits from SceneTree (Edit: correction below !). The main loop is started when the program starts, and when the main loop ends, the program ends. The main loop in my renderer does the same (though it is ludicrously much simpler), and I believe any such thing on a Turing machine that starts and controls a time depending system like a game, or simulation that calculates stuff periodically does it (ready for correction).
When you say "as fast at it can" I think there are several misconceptions in there.
First, assuming not a headless system (a server that does not display but just calculate) there is rendering. The "speed" (frame rate) depends either on the refresh rate of the monitor (aka vsync, switch it on !), as fast as it can (but then the drivers or program may start to optimize things away when it becomes clear that a frame in flight will never see the light of day, "my pc makes 500 fps !" is a nonsensical statement), or things in between with modern monitors (in Vulkan they are named presentation modes). So, if you switch on vsync, the rendering part of the main loop will only be called after the monitor signalled "give me the next frame". This is done every 60th of a second or every 144th in fixed modes. With many games this is only a small fraction of what a processor can do, and it is usually only one thread, out of 16 or more on modern PC processors. You're pretty close to idle power consumption most of the time.
Second, the main loop may call other functionality, and start concurrent functions, physics processing for instance that needs a different, fixed(!) tact or else numeric catastrophe :-). The main loop may and must, if values are needed, synchronize these things, for that it must run. You will need a controlled way to pause and resume it, or else gamers walk out on you with the pitchforks in their hands shouting "much wrong, many anger, such error !" :-)
Suggestion is, let the game engine do its thing and make a game without pondering the intestines of Godot, or, if you wish to try, write your own framework, which is a very nice finger exercise :-), and probably makes you come back to the engine after a year or 2, more clever than before :-)
Edit: On a PC, do NOT overclock if you don't really need it. That's the energy hogs. Mine rises from around 70W to >400W. On a mobile, switch off network and bluetooth or even to flight mode because driving an antenna is energy intensive, more than what the rest of the electronics need.