Hi!
That's just like @exelotl explained. The library only includes the rendering engine. Assets must be authored in standard external tools, and high level gameplay mechanics must be provided by the application layer. Same for sound effects support. That's why it's called a "graphics engine" and not a "game engine".
"Mode 7" in Tilengine works very similar to how it works on a real SNES or GBA. These classic consoles require providing an affine transformation matrix whose coefficients must be computed by the game developer, in order to scale/rotate/skew the background plane. Altering this transformation matrix on each scanline, progressively varying scaling factor, creates the illusion of 3D projection. In Tilengine I eased a bit the process, as you must provide the translation, rotation and scaling factors, and the engine computes the affine matrix for you. But the working principle is the same. So you won't find a pre-made "3D projected mode-7" function, as the original SNES doesn't have it either. It's just a clever trick.
You can setup Tilengine to render to a 32-bit RGBA texture instead to a window, so you can compose its output with other engines. I know it has already been done with Unity without much effort, I don't know about Godot capabilities in this regard.