This is not how lifetimes work at all. In fact this sounds like the sort of thing someone who has never read or written anything using lifetimes would say: even the most basic applications of lifetimes go beyond this.
Fundamentally, any particular lifetime variable (the 'a syntax) erases the distinctions between individual objects. Rust doesn't even have syntax for the lifetime of any individual object. Research in this area tends to use the term "region" rather than "lifetime" for this reason.
Lifetimes actually fit in quite nicely with the sorts of things programs do to optimize memory locality and allocations.
> Sure, and that covers a small percentage of the use cases I am talking about, but not most of them.
Fortunately the other stuff you are talking about works just fine in Rust as well.