I definitely think that's a great feature. I want to learn on day 2 that the design is a dead end, not on day 101 when I ship on day 100 and there was a race condition on day 2 I never noticed.
But the thing about gamedev (I guess - I'm not a game developer) is that the code being great and doing what you hope it will do isn't 100% of the job as it is in other disciplines. In gamedev you may want to run the code, and the way it runs (fun, feel, whatever) might be bad even though it compiles, works according to a spec and so on. So while I'm usually happy to write code for a week and never run it - game development feels like it's all about the iteration.
That said, game development is also game engine development. And Rust seems absolutely perfect for engine development (you need "fearless" concurrency and performance and there are zero mainstream languages that will do that other than rust). For people who feel it's too rigid or hard to iterate with perhaps hybrid could work. Like Rust + Lua or something sounds like it could be worth trying.