It is not a bug they have added a new feature to scripted action where you can add supported classes in which the scripted action can work on. Add static mesh if the script is made for static mesh assets
For anyone in the future, who is not super tech savvie, and who was stuck like me.
All parent class types confused me a bit so i just tried to play around.
I created a EditorUtilityBlueprint of Parent class ActorActionUtility with a supported class of type Actor and that made my EUB come up in the Scripted Actor Actions.
Bye