This is game development, and math shall forever be intertwined with it. Construct is aimed at the non-coding user, but non-coding does not mean non-math or non-logic.
I couldn't have said it more plainly myself.
And now for a long-winded wall of text:
Of course, it is possible to make an entire game out of just behaviors and simple events like "Enemy.Count = 0 -> Show 'You Win!'". But anything more complex is going to need a knowledge of math and logic no matter what game creation system you're using. Having a visual representation of every object property, event command, and math function available would be extremely cumbersome, bloated, and inefficient.
It's not too hard to say "hmm... a speed of 800 is too high for my enemy, I'll type in 400 instead." And it's not to much of a leap from that to say "I want my enemy to slow down the closer it gets to my player, I bet lerp() would be useful here."
And how would one visually represent such a thing in an event-creation environment? The concept is much too abstract. To specify it in visual terms you would need a special visual representation prepared in the event editor to cover the situation should it ever happen to arise in the course of someone clicking together their game.
And unless you want to limit the power of Construct to a pre-defined, set number of conditions and actions, you would have to anticipate every possibility that someone might need when creating their game and hard-code a visual representation for each possibility into the event editor, which would pretty much be impossible.
The way it's set up now with the code-like expressions and math functions you can literally create ANY kind of 2D game you can think of, as long as you have the skill. Going visual-only would severely limit the power of Construct and pretty much cripple it to the point where it would be just a simple editor for a handful of game types.
Sure, you could plug in your own graphics and sound and whatever, but each game you make would pretty much resemble the last, and they would all be severely lacking any personality. You'd have a cookie cutter that can make a dozen shapes, but all of your cookies will still pretty much still taste the same. Want sprinkles on your cookies? Sorry, sprinkles aren't available because if we include sprinkles, then we'd have to include nuts and raisins and M&Ms and all this other stuff that's just too much work to put in.
Whereas the event system in Construct currently lets you make your own sprinkles because the abstract nature of code-like language allows for a huge amount of flexibility. Hell, you don't even have to make cookies. You could make mashed potatoes if you wanted.
So yes, you can make simple click-together games with Construct. But unless you put in the time and effort to learn what making a good game requires, then don't expect to be making very impressive games. That doesn't just go for Construct... that goes for every game creation tool out there. There is no 100% visually oriented game creation tool out there (with any real power) because it just can't be done.
At least not without intelligent computers that can understand your intentions rather than just your explicit commands, but that's a loooong way off