Visual scripting is very good for expressing high-level logic, especially when there’s some kind of delay involved: this happens, then when it’s done, one or more other things happen.
This sort of thing is much clearer and simpler in a visual language than any kind of callback- or await- hell and the pattern is everywhere in gameplay logic.
The big problem with visual languages is that the toolset needs to be excellent to compare with text-based languages (Blueprint nearly is, Godot’s visual scripting isn’t).
Also it’s a completely different programming paradigm and programmers used to text-based languages tend to HATE them. If you think how many programmers are put off LISP because of the brackets, this is more of a culture shock - and the more experienced a programmer you are, the worse it seems to be.