Last I checked it's to decide how many randomly generated curse-RAWs are created for that world's specific save during worldgen.
Hypothetically it would lead to more types of vampires -- like you'd have the dude who drinks blood and is allergic to garlic and the guy who subsists on tears and can only be hurt by weapons made of gold, but in play right now they are all functionally the same. Or at least last I checked they were all functionally the same, I think someone would need to poke around in uncompressed saves to figure that out and I don't know if there's a utility for that/remember how to go about it at the moment.
If you want a larger variety of vampires and junk like that, it's much simpler and more effective to just create your own mod with whatever variety you're looking for. You can use the "interaction_vampire.txt" file found in your "raw/interaction examples" as a guideline or I'm sure there's still discussions about wacky spells and curses going on over in the modding section. Interactions always struck me as one of the most interesting things to do while modding, I'd be surprised if there weren't.
In practice, I think increasing the vampire curse count will increase the number of people cursed with vampirism during world gen, though.
Edit: About half a second after making this post I remembered that all I had to do was set saves to not be compressed before world gen. All this parameter does is make more people get cursed, all the vampires are functionally exactly the same -- right down to stat changes and method of curse transmission.