If the visual programming language exposes everything (logic as well as assets), as Quest3D does, then the artist is stimulated to make connections between all those things. And this is exactly where games become interesting: when the appearance of the objects in the games are influenced by the behavior of the player, for instance, or when the sound is influenced by the state of the game, or the speed of an animation by the time of day, etc. It's all numbers, in the end, and a visual interface allows you to make calculations with all of them. This can lead to wonderful environments that feel much more alive than things that can only be built through careful and rational construction.
I've never had any problem switching between code and art myself, so I've always wondered where your aversion to programming comes from, but this finally made it click. It's not that making those connections in code is impossible or even harder, it's that coding discourages experimentation, whereas visual programming encourages it.
Makes me think of the music program Reason, where you can flip over the synthesizers to pull cords between different inputs and outputs. I always loved that.
Perhaps I should try some visual programming.