In that case, I renew my criticism about the engine's development direction, though albeit Blender seems somewhat embarrassed by the decision with how they seem to mock it up as not giving up when that's what it seems.
Dynamic media designing kits fail on the general abstraction level, deciding when what information is useful. Godot succeeds considerably by making specialized game logic scripting languages. These languages are stereotyped as easy to make & easy to learn, so raising complexity past a certain degree, triggers many anxieties about distraction from the art of design for the one on the learning side of the coin.
Perhaps Urbit lies in that realm separating a script's complexity from a program's complexity without incorporating any familiar elements from projects trying to gradually close that gap rather attempting to close that gap almost all at once. An artificial gap surely, that the only barrier preventing closure amounts to bias.