I've been a professional game programmer for the last 16 years and this is a pretty wrong headed and naïve point of view.
Let's preface things by saying there is nothing wrong with raylib or the approach where you write everything yourself. But vanishingly few games were made without other tools in particular tools to help with spatial layout and data entry. Have you tried setting up a moderately complex set of blend trees in a state machine for animation in text? This is more significant the more data driven your engine, in particular with modern composable entities a text only view of the world becomes very hard to understand quite quickly.
All more featured IDEs give you is a set of modifiable tools that you don't need to write yourself.
The view that there is a distinction between scripters and programmers is also poisonous. It's antagonistic and sows division when making a game is a team sport.
"Scripting" is also nothing new and scripting languages for game development are almost as old as games themselves. We're all just laying out logic to get the computer to do things. Whether that's using a visual language to setup game levels and AI, or text to sort and submit render jobs. Some of the better gameplay engineers I know actually started programming in scripting languages for games. Building tools at the right level for people to do their jobs is basically a good 80% of a programmers job in game development.