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If you download the mod and check it out, you can see exactly what they did, but this is the line they used in window_barbershop.gui that displays height:
raw_text = "[Multiply_float( Add_float( Character.CalcMorphGeneAttribute('gene_height', 'body_height'), '(float)1' ), FixedPointToFloat(GuiScope.SetRoot(Character.MakeScope).ScriptValue('sex_height')) )|0v] [Localize('cm')]"
So, just to say, there may be a way to display height in game if you are interested.
In Blender, the male body with a head is 175 m (yes, it's in meters there :) ) and female is 161.
So while nothing in script changes the height based on sex, the value is applied to different base meshes.
https://i.imgur.com/1Cds6hY.jpg
Even if this is the case, however, the game itself does not take this into account, just as it does not account for a height difference based on sexual dimorphism. And while nobility is certainly disproportionately represented in a game like Crusader Kings III, there are plenty of peasants, clerics, and other lowborn people who show up, and whose heights must also be accounted for by the model.
If genes are inherited randomly from mother and father, as I believe they were in CK2, a shorter mother's height gene might be selected roughly half of the time, rather than the gene values being, for example, averaged;
Natural gene mutation might be implemented to vary the appearance of children, and if a height gene value is particularly high, it might only have room to be lowered, resulting in shorter offspring; and
Recessive genes, the second gene stored in the character DNA you can copy out of the Ruler Designer, will be inherited as the dominant gene for one quarter of all births. If the value of a tall man's recessive height gene is noticeably lower than his dominant gene's value, this will necessarily lower the height of his children on average.