The overhead in Rust, when compared to comparable languages, is very concrete. On top of my head:
- using hash maps is more convoluted (in some cases, arrays also need some boilerplate as well)
- bidirectional/circual references need to be handled (and are also ugly); algorithms programming in Rust is typically more complex because of this
- lifetimes (which also spread virally when introduced)
- explicit allocation types
- (smart) pointer types in general
- interior mutability; which may also required additional design (including: will the mutexes destroy performance?)
Some of them intersect with each other and pile up (allocation types; pointer types; interior mutability).
There is certainly overhead in Golang (I think it's not very ergonomic for a functional style, for example), but it's nothing comparable.
Overhead takes time; unless one has a time machine, it makes a programming language concretely "slower".
The above is just the concrete overhead. The abstract overhead (=things to keep in mind) is another story (e.g. proliferation of types because of the ownership, traits...). I understand, say, that path types are a necessary evil, but they're surely ugly to handle.
> you just didn't realize it because the GC allowed you to be sloppy about it
It's not sloppy where it's not needed. A significant part of the Rust overhead is due to the rigorous philosophy of the language, which enforces constraints also when they're not required. This is absolutely fine, but it's not realistic to think that it has no cost.