@Arantor yeah...was just reading this bit, which hits those points:
Rust is the type of language where wanting to do a new type of upgrade might lead you down a path of refactoring all of the systems, and many would even say "that's great, now my code is much better and can accommodate so many more things!!!". It sounds like a very convincing argument, one that I've heard many times, and one that has also caused me to waste a lot of time chasing down solutions to the wrong problems.
A more flexible language would allow the game developer to immediately implement the new feature in a hacky way, and then play the game, test it and see if the feature is actually fun, and potentially do a bunch of these iterations in a short amount of time. By the time the Rust developer is finished with their refactoring, the C++/C#/Java/JavaScript developer has implemented many different gameplay features, played the game a bunch and tried them all out, and has a better understanding of which direction should their game be taking.
And I can definitely see his point. I often do that sort of thing, even in not-game-development. Then throw some things away and maybe start over if it was actually too ugly and the Final Solution actually sparks some ideas about how to do it better.