I'm not sad that visual scripting is being removed, but I am sad that it was implemented in such a way that it basically was completely useless to newcomers to game development, thus rendering its entire existence moot in the first place.
If the Godot developers could have made it more like Unreal's Blueprint system, I've no doubt it would have taken off and helped bring in a lot of new users. I'm hoping someone can develop a plugin that makes the system much more approachable and friendly like Blueprints. In my time with UE4 some time ago, I used Blueprints and C++ together and it made life a lot easier for several tasks, however the same couldn't really be said for visual scripting in Godot because as others have said, it was basically just GDScript in a visual form and thus pointless to use. Blueprint is NOT C++ in a visual form, and could actually be immensely useful and easier to use in several cases over C++. That's what I (and many others, it seems) was hoping visual scripting in Godot would be like, and not at all what was delivered.