Let me put it this way.
With a game like Thimbleweed Park, a player would recognize it as SCUMM (or "like the old Lucas games" at least). It is not actually SCUMM, though. Monkey Island SE was, quite ironically, more SCUMM than that. With the various VGA remakes of Quest games like KQ2/3, a player likewise recognizes it as SCI. It's actually AGS. A programmer (not just a player) with any historical interest can clearly see that it isn't.
Compare that with games like Sierra's own VGA remakes. Most of them may have been from AGI to SCI, but then there's Quest for Glory 1, and if you look at both games' files, just the names of them, you recognize them as basically the same engine. A player can make that judgment. *.DRV, RESOURCE.*, everything about the two versions screams "we are both SCI, but one's a later version".
If you were to acquire the script code for Thimbleweed, I guarantee you it won't look like SCUMM. Oh, it'll probably look like something in the same family, sure, but that's like saying C# is like C++ or Java. I'll bet it doesn't have costumes either, and a wildly different asset storage scheme. Especially if it's made in Unreal or Unity.
The idea with SCI64 is to have it actually be something that players and programmers alike could say "yes, this is a modern SCI engine" about. Sure, you wouldn't need DRV files, but that leaves RESOURCE.* and its actual internal format. And the actual script code? The kernel calls look different, but that sure looks like SCI to me.