I habe been writing rust at work since 2016 or so and I can't say that the virtue checker ever had been much of a problem.
Like it's not that it never caused issues but most times fixing them also produces much better code.
In my experience the most common place to run into issues is if you write C/C++ style code in rust.
Or if you write certain kinds of functional style code in rust, rust has many functional features but isn't strictly speaking a functional language and while some functional pattern work well many other fall apart especially if combined with async (which will get better once async closure are stabilize).
in the end it often boils down to trying to use patterns and styles for other languages in a language which doesn't support them well, which always causes issues, but most times (in other languages) in more subtle ways then compiler errors, e.g. UB, perf, etc.
Through there is one field (game programming) where as long as your project doesn't become quite big you can get away with a lot of suboptimal approaches of state handling but not in rust. So if it comes to hobby from scratch state game programming I wouldn't be surprised for people to get annoyed (but if it's game programming using existing frameworks and e.g. stuff like a entire component library like bavy it's a different topic altogether)
Like it's not that it never caused issues but most times fixing them also produces much better code.
In my experience the most common place to run into issues is if you write C/C++ style code in rust.
Or if you write certain kinds of functional style code in rust, rust has many functional features but isn't strictly speaking a functional language and while some functional pattern work well many other fall apart especially if combined with async (which will get better once async closure are stabilize).
in the end it often boils down to trying to use patterns and styles for other languages in a language which doesn't support them well, which always causes issues, but most times (in other languages) in more subtle ways then compiler errors, e.g. UB, perf, etc.
Through there is one field (game programming) where as long as your project doesn't become quite big you can get away with a lot of suboptimal approaches of state handling but not in rust. So if it comes to hobby from scratch state game programming I wouldn't be surprised for people to get annoyed (but if it's game programming using existing frameworks and e.g. stuff like a entire component library like bavy it's a different topic altogether)