Yeah, well, I don't think it's that simple. You can't just say "eh, gamedevs apparently just don't want 'interactive workflows'", which of course, not true - look at Unreal's Blueprint live editing, Unity's play mode value tweaking, Godot's live scene editing, Jonathan Blow live-coding an entire game, etc.
I don't know why Arcadia wasn't very successful -I have never used it; I can only speculate on the causes, but I have good reasons to believe that Jank may actually succeed where Arcadia struggled - it is designed ground-up for game engine integration, no GC pauses, better FFI for engine bindings, etc.