It’s still plugins. It’s still configurable without need to write code, or know Rust. Just the compilation step occurs ahead of time instead of at runtime.
And plenty of software is written that way btw though more often in the commercial and embedded sector. This goes into the general direction of a Software product line. As you mentioned godot: Game engines also tend to do it, simply for performance reasons. You can implement quest logic in a dynamic layer, but if you need custom physics or such it needs to get baked into the binary. Godot calls those things modules instead of plugins but really it’s the same thing at a different point in compilation time.