Thats fair. As a software developer, programming is the part i enjoy most, after planning and designing the systems of course. My first game was in school in c++ with a very simple drawing library. Was fun as well, and definitely learned a lot about solving challenges i wouldn't have had in an engine.
But once it comes to bigger games or more complex concepts its easier to rely on Unity (or any other engine) to do the heavy lifting of matrix manipulation, rendering, collisions and other performance critical functions, so the developer can focus on the systems that make the game what it is. There can still lots of programming involved, as much as you want, but it's easier to direct it at the challenges of your game.
But in the end, everyone can make games the way they want and it's quite cool to see so many approaches to how people make games. There is no right way (tho some might be easier to walk lol)