GetChildren() will get every direct child of Lights, but you want every child of every child all the way down. To do that we use GetDescendants(), and then check what type our objects are
local DestroyPart = game.Workspace.MetalDoor
local Light = game.Workspace.Lights
script.Parent.ProximityPrompt.Triggered:Connect(function()
DestroyPart:Destroy()
for _, child in Light:GetDescendants() do
if child:IsA("PointLight") then
child.Enabled = true
end
end
end)