This is not true of Construct, GDevelop, et al which have spent a ton of engineering time to abstract all of the engine's underpinnings to make it all very easy to understand for the newcomer to make working behaviors with visual scripting. There isn't any silver bullet to this for Unity and Unreal and for that reason there will always be at least a small market for editors that have significantly less learning curve.
These visual scripting engines are probably eating GameMaker's lunch since GML predates a lot of modern alternatives such as aforementioned scripting and JavaScript support in modern engines with more power available to savvy users.