Then, you have the cognitive overhead of translating the documentation, and other sample code. In my experience with bindings, this ends up requiring knowledge of the language you're binding to. It seems easier to just write it in the native language instead and deal with those quirks rather than bindings quirks.
Do the Rust bindings show the Qt docs in the autocomplete? If there's not input validation on the binding side, then you'll end up in C++ again figuring out how to sort things out.
Regarding CUDA, I think we're all hoping for a cross GPU alternative. There's OpenCL, Sycl, ROCm, Kokkos but their API is also written in (you guessed it) C++. Need to render to OpenGL? You'll be writing in C. Unless one of the companies decides to replace driver interfaces with Rust, any application using them will be dependent on N bindings working.
You're ultimately not escaping C/C++ for any systems development. You either deal with the complexity of interfacing between language A and C/C++ or just deal with the quirks of C/C++ themselves. Pick your poison.