Those of us who have compute-bound workloads (scientific simulations in my case, but this often comes up in gamedev and elsewhere) often complain about how unusably slow debug builds impede our workflow in C++. One fairly common solution to this in extreme cases is sticking to a mostly C-like subset of the language or just using C. I don't have much experience with Rust, but judging by the results here, debug builds…
This is going to sound unbelievable, but I don't really ever do runtime debugging of my Rust code. Nearly all my debugging happens at compile-time (which is faster to iterate with thanks to cargo-check skipping codegen and linking). That said, I do know some people with large Rust codebases who do value the ability to run debug builds, and the slowness of -O0 binaries is a sore spot for them. As with C, you can try -…
It's a problem with any kind of compiled language that runs through an optimiser, whether C, C++, Rust, or D. Maybe that's why so many people just don't use debuggers, although my philosophy is that everyone should use a debugger, but maybe they just haven't found the right one yet.