Earlier quoted context omitted.
Different fields use the same term to mean unrelated things. "AI" in gaming just means "non-player-controlled entity behavior" and has meant that all the way back to the first chess computer games (when they did think what they were doing was "AI"). "Theory" in law, versus in science is another example.
Scripted enemies are "non-player-controlled entity behavior", yet they are not AI. For NPC behaviours to be considered game AI, there needs to be some calculation depending on the current state of the game and objectives of the character. What makes a game behaviour "AI" is its feedback with the player actions and/or events evolving in the game. Super Mario mushrooms and turtles are not AI controlled; Pac-Man ghosts…
I've worked on and seen games and game engines where scripted NPC behavior was lumped under the "AI" umbrella and implemented by the same people and systems that support the non-scripted behavior.
Architecturally, it doesn't make that much sense to separate out scripted behavior from non-scripted, because non-scripted behavior has most of the same needs to playing animations, triggering, audio, interact with physics, etc.
Scripted behavior is just an "AI" that happens to not read any inputs before deciding its outputs.