To clarify, the Defold Editor is written in Clojure, whereas the runtime component is written in a carefully selected subset of C++ in order to keep executable sizes small and compile times fast.
You can write game-specific extensions to the runtime in C++ if your game requires it, but most games are authored in just Lua.
Defold is optimized to produce small binaries, and features you don't use can be turned to to further decrease your bundle size.
It also focuses a lot on providing fast iteration times. You can hot-reload changed assets onto a device while the game is running. For most asset types, you'll see the change on device in less than a second. Similarly, a Build and Run cycle from scratch for a moderately complex game project such as Blossom Blast typically takes around a minute or so, and subsequent cached builds can start in a couple of seconds.
(Edit: Full disclosure, I worked on the Defold editor.)
You can write game-specific extensions to the runtime in C++ if your game requires it, but most games are authored in just Lua.
Edit: Typo.