OpenBOR has the same thing, it's called drawmethod. However, that's not what it's meant for (and by the by, you shouldn't be doing that in GoDot or Unity either). Sprite scaling is for runtime effects, not a workflow shortcut. You need to plan exactly what kind of scale you'll want, and size your final in game assets accordingly. As
@Kratus mentioned (see below), a good solution is to sort of "meet in the middle". Turn up the resolution ("screen size") to something like 960 or 1080p, and then you can downscale to that without significant quality loss.
I was planning on posting this 10 months ago but I can't log in the website.
I was able to test my Sprite Animations in OpenBOR, but since this is created in Adobe Flash (setting to 16bit and 8bit with No Smoothing) it doesn't look good. Well it looks good on its default size but I had to shrink them (both the Sprites Images themselves and the Size of the Player)
I decided to not use OpenBOR for this project. But still, I wanted to work on Pixel Animation sometime in the future so I'm still considering OpenBOR for the same Beat-Em-Up idea.
Maybe it would be...
DC