Productivity in Rust is difficult to talk about, because of differences in opinion and what I like to call “the TCO problem.”
Because Rust is hard to learn, a lot of folks assume it’s that hard all the time. Which means they assume things take just as long for a new Rustacean as they do an experienced one. This is generally not the case. Once things click and you’re over that hump, it feels like programming in any other language. If there are similar libraries available and I don’t need to create the world from scratch, I am just as productive in Rust as in other languages that also have those libraries, generally.
But that kinda leads into the other thing I alluded to; a lot of people think of “productivity” as “whatever lets me see something quickly.” But this doesn’t capture real prodctivity, in my mind, which includes the total development time, aka, how many bugs do I have to deal with later. Rust moves a lot (but not all, of course!) of this up front. Which can feel like it slows you down (but again, with experience, I find this is actually kinda minimal), but then you save time on the back end by needing to debug less. This means that robust features end up being developed more quickly than in some other “productive” languages I’ve used in the past.
TL;DR things aren’t simple, and “fast to get going” doesn’t inherently mean “productive.”