yes. Geometry2D api is very powerful.
There is a Godot 3 tutorial on YouTube about destructible maps that was the basis of the first prototype, but I ended up changing it for a bitmap-based approach. (See in the desktop version that the game simply loads and saves pngs for the maps)
It was still necessary to use Geometry2D, but in this case I only needed it to generate the collision polygons based on the PNG alpha
But all this only performed well when I mixed this last approach with a partitioning system similar to the one in the tutorial (the tutorial has problems but the performance is great)