"Mit dem Angriff Steiner's wird das alles in Ordnung kommen" ;)
As shitty as C++ is from today's PoV, the entire gaming industry switched over within around 3 years towards the end of the 90s. 6..7 years is a long time, and a single engine (especially when it's more or less just a runtime without editor and robust asset pipeline) won't change the bigger picture that Rust is a pretty poor choice for gamedev.
I was there Gandalf... ;) Console SDKs offering C or C++ APIs doesn't really matter, because you can call C APIs from C++ just fine. So the language choice was a team and engine developer decision, not a platform owner decision (as it should be).
From what I've seen, around the late mid-90's, C++ usage was still rare, right before 2000 it was already common and most middleware didn't even offer C APIs anymore.
Of course a couple of years later Unity arrived and made the gamedev language choice more complicated again.
As another Gandalf, Playstation 2 was the very first console to actually offer proper C++ tooling.
That would be 2000, until then Sega, Nintendo and Playstion only had C and Assembly SDKs, even the Playstation Yaroze for hobbists did get released only with C and Assembly support.
PC was naturally another matter, especialy with Watcom C/C++.
My corner of the industry back then was mostly PC gamedev with occasional exploration of game consoles (but only starting with the OG Xbox. But that doesn't really matter much since it was obvious that the entire industry was very quickly moving to C++ (we had internet back then after all in my corner of the wood, as well as gamedev conferences to feel the general vibe).
id Software was kinda famous for being the last big C holdout, having only switched to C++ with Doom 3, and development of Doom 3 started in late 2000.
The articles describe how the problem is inherent in the language.
If we exclude AAA games, probably the vast majority of the games nowadays don't need manual memory management for the game core (C# was a popular choice, it seems). I guess that if one really needs manual memory management, languages with moderate memory safety would be a more appropriate choice (support libraries/frameworks being equal, which certainly aren't).
I've used Bevy, and ECS is not an appopriate choice for every game (I wouldn't actually advise it unless there is a specific need). It requires very careful design over the whole lifecycle (ECS-based games very easily tend to get a mess), which is exactly the opposite of one wants for rapid prototyping.