First we do plan on exposing hooks to allow scripting languages to be plugged in to Bevy. We actually already have a pull request out for that.
However my default answer to the scripting question is that it is a non-goal for Bevy, and is in fact maybe even an anti-feature. I want Rust to be the "one language" people use to build Bevy games. I think a cohesive ecosystem is an incredibly important part of an engine's success. If half of Bevy devs use rust and the other half use C#, then compatibility and interop become a huge problem. The Rust language choice does set a high bar, but Bevy doesn't need to be all things to all people. Additionally, the Bevy API is a Rust API. Defining FFI on top means we need a second api surface that is the "lowest common denominator" (aka a C api). This both increases maintenance burden and creates the "rust experience" and the "everyone else" experience.
In the near future 3rd party Bevy scripting plugins will start popping up, but I doubt I will ever officially endorse them.