That's because 10 years ago we had some standards and today Game Maker crap like Undertale gets a GOTY award. Listen, I know this from personal experience - back in the DS days I used to be a very active member of the DS Game Maker community and I wouldn't trade those years for anything else. The framework taught me how programming works, and I don't mean just syntax, I mean the logic of how a computer works. That being said, I quickly reached the limit of what a Game Maker can do and shifted my efforts to learning C in order to build libraries that would expand functionality of DSGM far beyond what it was meant to do. Before long, DSGM itself became the bottleneck to what I could do and expanding further required me to cut off the excess resource-waster. Game Makers are great - they introduce computer logic in a way that's easily digestable, but they're not a complete programming solution and they never will be because they limit your imagination with the imagination of whoever made the Game Maker IDE. Learn C - custom Game Maker syntax and drag-and-drop is cool, but full freedom is better. Grab a library if you must, don't go full bare metal, but don't limit yourself.
You underestimate the ambition of homebrew programmers, see above. Back in the day, DSGM didn't support 3D - I spent many sleepless nights to make it do just that, but it broke core functionality in the process. With clean code the process would be substantially easier and wouldn't require any fenagling, but I thought to myself - "there are kids out there who want to do this but can't due to artificial limitations, I have to make it happen", so I did. Now, I'm no coding prodigy, I'm self-taught, but I know one thing - if I can learn this with no coding background, anyone can. Just do it - dip your toes in, read examples, experiment and become passionate about the hobby, that's the way to do it.