Tbh, I have not really had any trouble iterating over features in Rust after using it for around 8 months. Once I get used to it, fixing the mistakes the compiler points out feels just like fixing a missing semicolon. I think hardly anyone uses Pascal anymore probably less than 1%, because it barely ever comes up in the community in my country.
Not sure where to start.
First of all, this something that I heard a lot over the years (that it comes with experience; just get better at it, and then it is smooth sailing), I call it bullshit.
Rust forces you to do some specific design decisions that other languages don't. For example ECS is basically the only viable object model to choose for games. You are working around Rust limitations and framework limitations all the time. Which is not uncommon if you use an existing game engine or UI framework, but every such thing limits creativity and ability to experiment.
I used to tell this to a couple of young developers who were into forcing some part of the game into a rigid framework: "If a game designer comes to you and asks you to add a feature, you don't want to tell them that you can't add this feature because it doesn't fit into your architecture".
Games can change a lot during development, one game I worked on once decided to change the core gameplay after few years of development and one year before release, they basically cut half of the game and threw it to trash, cut part of another game and stitched it together with some ugly patterns and friend classes. They done it in two months during which the rest of the team was working on the game (and then it slowly got refactored into OK code over time). If they wouldn't be able to do that change, the game would likely fail and not become their best selling game earning them millions.
There is a good article that covers it well, basically don't need to read what I say, just read it instead: https://loglog.games/blog/leaving-rust-gamedev/
Just a few months ago I was on a presentation from other guys who were making a game in Rust for a few years, they were quite unsatisfied with it. Though their main point was that every library they used would start falling apart on their use cases or stop being supported while they were in the middle of development, so they had to change rails several times.
They say "we were struggling with this framework a few years ago, we heard it may be better now with this feature that we were missing, it is probably better now", but I hardly believe that, it is something people were saying all the time, yet there is always something remains broken.