It absolutely can in many cases.
- Many applications don't need much more of a database than files plus perhaps a runtime index. Spawning a database server or even embedding SQLite can be overkill in many cases.
- Most games would be better off with a bespoke game engine IMO, especially those made by small teams. The only real advantage to using an established engine is the familiar asset pipeline for replaceable artists but you pay for that with a huge overhead. Remember that custom engines or at least heavily modified ones maintained by the game developer used to be the norm - "just use Unity^WUnreal" is a relatively recent trend.
- There is no real difference in complexity between a simple web server and FastCGI application.
- Not all uses of cryptographic primitives are a security issues. If you calculate a hash to check against corruption you can implement that yourself (or copy an existing implementation) instead of pulling in a huge library. If your use cases is decrypting existing data offline then again you don't really care about cryptographic security only about getting the correctly decrypted output.
And there are many more cases like these. Learned helplessness when it comes to "hard" subjects helps no one.
Just because some existing solution "solves" your problem doesn't mean its the best or most efficient way to do it.