Have your system a kind of automated shutdown for apps which working to long without answer?
:I don't think so. If it was so, I would know.
:It takes almost 16 seconds.
I spend some more time trying to find my Android savefiles. But thats´s tricky on Android. You need to root your system first to have full access on filesystem. Rooting Android is a security risk, you also loose your warranty, some other apps could deny their work and updates could be more work to do. There is also a way without rooting by using the ADB (Android debug bridge) and control the Android from another computer. But i have noticed, when i start from a savegame it takes same time to start, so it´s no different here, if you start a new game or try to load a new game.
There is an "android app not responding timeout" of 5 seconds.
https://developer.android.com/training/articles/perf-anr.html
This is also a problem of coding, if you run timeexpensive code inside codeareas handling the gfx, like building a window and so on. The whole window build process is waiting for this timeexpensive code and the system reacts at some point. This problem could be fixed if you separate the "build windows process" from the "timeexpensive code" using different threads (multithreading) and then let the window wait till the timeexpensive code is finished. Normaly you do something like "please wait ...". This is a problem of the modern programming. You can't put long running code in objects like a window without "separating" it.
Looks like your cpu is to slow to handle this problem fast enough? Can you stop some other running apps to give your cpu some help?
This code problem is nothing we can do. You need access to source code and rewrite some mechanics to work multi thread there. I also can´t say, if this is common for godot engine based games or if this could be fixed in game coding part. Normaly it should be fixed in game coding, but its´s more then to change a trigger. You need to learn first the mechanic and syntax of multithreading in godot.
https://docs.godotengine.org/en/3.1/tutorials/threads/using_multiple_threads.htm...
There is also some special in the conservation between multiply threads, so it´s also some more work to wait (sleep) in one thread till the other thread is finished. This is something we can´t do. You can only try to speed up your system or try to find a way to stop a shutdown.
https://www.howtogeek.com/183004/why-android-phones-slow-down-over-time-and-how-...
What happens if you try to pause HOS before the shutdown.
I am new to android handling, but programmed in past some code on android. I know there are some states for the app like pausing and resuming.
https://stuff.mit.edu/afs/sipb/project/android/docs/training/basics/activity-lif...
Is it possible to start HOS then start a new game and pause and resume it without coding? I mean you start new game, pause it by switching to another app. What happens then? I think godot engine handles the pause and resume events correctly. Perhaps this will make the HOS-Code part paused. If HOS app is not shut down, when starting a new game and pause it, this could be a way to jump over the problem, by pausing and resuming the app. But this is only theoretically.
Edit : I have used the mechanic to start a new game on my test envirement without "the app is not working" message triggering.
Try this -> Start new game in HOS. Then fast click another app. I used the Filemanager. Now you can wait. I waited 10 seconds on my try, you need to wait longer i think. Then click HOS back to work. I was instantly in first tutorial scene. This means the HOS time consuming code can work in background and when its finished you can switch back to the app and the gfx build process then is no longer slowed down.