- Edited
Yeah, it makes sense. The visual scripting never really worked and was badly maintained. It was basically just the GDScript API in visual form, which is not very useful. Because in order to use it, you'd need to know how to use GDScript, in which case it would be easier and faster to just write the code. Blueprints and some other visual languages provide a lot of helpers and high-level constructs, which Godot was missing. So I can understand dropping it, since no one was using it and it would be a ton of work to do properly.