For controlling what the CPU and RAM are doing? Yes. The graphics shader, on the other hand, is a pipeline architecture with extremely tight constraints on side-effects. The fact the shader languages are procedural seems mostly accident of history or association to me than optimal utility, and the most common error I see new shader developers make is thinking that C-style syntax implies C-style behaviors (like static variables or a way to have a global accumulator) that just aren't there.
The way the C-style semantics interface to the behavior of the shader (such as shader output generated by mutating specifically-named variables) seems very hacky, and smells like abstraction mismatch.