That guy saying that you can easily avoid GC in C# is also not realistic or doesn't know what he's talking about - even language expressions can lead to object allocation in C# - you really need to know what you are doing to avoid the landmines - it's very clear the language wasn't designed for this - if you need a lot of code like that.
Regarding C#, I said for the most part. I stick by my assertion that (a) GC is quite efficient (esp.w/gen0 objects generated by your "expressions") and far from "lame" and (b) working with value types and Span<> (like Rust Slices) together can significantly reduce GC pressure to the point where it's acceptable, assuming there was actually an issue to begin with. Doing this in C# on hot-paths is certainly much less effort than moving to Rust wholesale, and you haven't thrown out the GC baby with the bath-water.
All the things that you do to make Rust efficient - allocate on the stack instead of the heap when you can, pre-allocate when size is known, use static/nested lifetimes, use slices to owned structures, etc., you can do in C#, but you don't have to worry about it until it actually becomes an issue.
If you're in the kernel or embedded system or the middle of a game rendering loop, then sure, Rust's compiler guarantees make this style programming easier if that's the way you want to go - and Rust has macros and other features that C# lacks. (Although the .Net JITTer is going to generate type-specialized methods and inline them, etc., w/a Rust macro you know up-front exactly what is being generated, which is nice.)
I've kept track of .NET progress since then and read about stuff like Span and ValueTask, ASP.NET Core team perf did a good job leveraging those for optimisations (eg. their optimised JSON parser) in such scenarios I agree C# with low level stuff sprinkled in is a good choice
But if your problem domain requires avoiding GC throughout and having better understanding on what the abstractions will compile to pick a language thats designed for that. It's like when I had to review some Java 6 code which tried to work around the fact that Java doesn't have value types with byte arrays - it was just soo bad compared to even C equivalent it was better to rewrite and go trough JNA.
But very little code actually looks like that in reality. A lot of code looks like that by accident.
Even in C++ I generally prefer to use handles over pointers for cases like that because graphs are just plain hard to get right, and if you use handles you can get a nice error message when something goes wrong instead of a segfault.
However, I usually pick Rust for performance-critical code with quite a bit of concurrency, so the problems involved are inherently tricky. I'm gaining more and more intuition about ownership and rustc-friendly software design, and so I hope I'll be able to better understand if my struggle is due more to limitations of the compiler and Rust's semantics or the limitations of my skills.
For comparison, I've written ~6000 SLOC of Rust in my lifetime, so I do have some experience but I'm definitely not an expert.
First having neither a build cache, or binary dependencies, means that C++ wins on the "make world" build, because naturally all my third party libraries are already compiled.
Then there is incremental compilation, incremental linking, pre-compiled headers and modules to help with the rest.
GUI code then becomes a fest of Rc<RefCell<>> in event handlers, or using arrays with vector clocks workaround as shown on Catherine's talk.
That sounds cool. An obvious question is, why not a lisp? But generally do you find f# works well on dotnet mixed with c#?