Perhaps.
As an experienced audio developer, it's a distinction without a difference. We get used to reading code and deciphering how to use or improve it (wait until you start working with other's DSP code!), and some features and conventions of C/C++, like the segregation of declarations from definitions, make it especially self-documenting for those that are fluent in it.
Having integrated SFZero myself (albeit to a deadend; it's very middling-to-poor), I was surprised to discover that there was not more explicit documentation when you announced it as the library you were referring to, specifically because I remember the work of integrating it was relatively trivial (maybe half a day or so).
For a complete outsider to audio development, JUCE, C++, of course the LLM helped you get done what you needed to get done, far faster than you could have hoped otherwise. And that's great if you're just toying around. On the other hand, you absolutely would have sharpened your skills with all three of those things more had you the luxury to muddle through and force yourself to make sense of it all yourself.
Assuming skills development is your goal (otherwise, you should be using different tools here! C++ and JUCE are not where to start if your personal goal is music making, synthesis, or MIDI), there's a balancing act between making sure you don't get discouraged and committing to the hard work of learning things in-depth. The LLM gave you a way to avoid feeling stuck and discouraged, and perhaps represents the difference between you sticking with the project or just throwing your hands up. But keep in mind the tradeoff that it implies for skill development and consider only turning to it when the frustration starts to get too high to bear.