A lot of game code is actually "data" code, so the large functions come about naturally because so many assumptions and special-cases are made that you don't have anything resembling a CS-style algorithm, just a blob of "integrated assets" - and so the only route for further progress is a new syntax tailored towards the particular methods of integration being addressed.
That said, a new syntax can work, if it's the right one.
That said, a new syntax can work, if it's the right one.