Sparrow the documentation will help you understand better the logic. It's may take quite some time to fully understand !
Signals doesn't mean you have to maintain a hard link or a tether between parts of your code, it's a way to communicate without knowing which is where.
Node/sub-scene emit signals
Parents in the tree can deal with them or not, you can either connect the signal statically using the editor or dynamically by code.
I mean if you design a sub-scene ready-to-use for a UI, you may have health, score, items in an inventory (current weapon), ammo, ...
You're free to use your UI scene in many games, but not using all its features, like a game without ammo or items to pick/use, signal will just be some place-holder, you may later remove for optimization purpose.
And by the way, coming from Unix OSes, I saw signals as tiny communication mean, but Godot allow to pass variables to handler(s), which make them very powerful.
Hope this will give you some answers.