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put another way, look at the mods that require it; standard ESM style mods, things you can pull off Creation Club; new missions, new weapons, new NPCs, etc. this was always what CK was intended for. But for mods that really change how the game operates, affect the underlying engine directly, they rely on Script Extender, for many things.
One of the coolest is provides a mechanism where you can write "real" code, C/C++, compile it as a plugin, and use it in the game, not just via what ordinary mods can do, and not have to run a bunch parallel executables each time you fire up the game, each having to hook into a running executable to inject...
If I misunderstood and you were looking more for more what/why of it, if you'd like an overview of the scripting funcs it adds, check any papyrus wiki:
https://falloutck.uesp.net/wiki/Category:F4SE