The interesting possibility is that all you may need for the setting of a future AAA game is just a small bit of the environment to nail down the art direction. Then you can dispense with the army of workers to place 3D models on the map in just the right arrangment to create a level. The AI model can extrapolate it all for you.
Clearly the days of fiddly level creation with a million inscrutable options and checkboxes in something like Unreal, or Unity, or Godot editors are numbered. You just say what you want and how you want to tweak it, and all those checkboxes and menus are disposable. As a bonus that's a huge barrier to entry torn down for amateur game makers.
I made a game that uses the Luanti "voxel" engine (MC-likes games of course, but also transposition of other genres), and even programming that is bit of a chore but that's the price to pay to play the game you want to play (there's much more to that than just programming/modding; game design is a rabbit hole).
But I think that it would be more rewarding for those who are curious about programming to start modding, especially in Luanti because it is relatively well documented and it's Lua. In a way, making it rain with the programmable particle spawner the engine provides is a loot box locked by an API, with hints on how to open it in the docs ;-)
Game engine design is a rabbit hole :)
Game design is the ultimate lockbox - you're unlocking an entire imaginary world which has some platonic existance in your mind.
And since you mentioned Luanti, it deserves to be much better known as a credible open alternative to Minecraft. You could do a lot worse then designing/prototyping your game with Luanti as the game engine.
https://www.luanti.org/