It's super useful for developing for things like game jams, where you have a super tight time limit, but you definitely have to work within the constraints of the system. If you try to push the boundary too much on what's "expected" it becomes painful very quickly. Additionally, porting the code to other platforms is difficult since you're at the whim of Clickteam to implement it, and historically their "exporters" have been buggy, leading to a cottage industry springing up around the tool to create alternative runtimes for better performance/portability. [1]
From what I'm reading from the other comments, this experience isn't just unique to games, and seems like it applies to other low-code business application tools as well.
[0] https://media.indiedb.com/images/engines/1/1/19/mmf_eventedi...