The per-request-arena concept is one of the most powerful and IMO underappreciated tools out there for dealing with memory-lifetime issues. I've used it or advocated for its use at multiple jobs and projects, quite successfully, even for kernel code. Windows NT uses it in IRPs. Network code in both BSD and SysV did something pretty similar, at least in the long-before-Linux days. It's tried and true. Having a clear moment when things should be freed and an equally clear description of what those things are is wonderful.
That said, even games and network servers and storage drivers often have other complex data structures not related to individual requests. It's usually not hard to come up with rules for each of these, but the rules forced on you by something like STL might not be as convenient, performant, and/or verifiable as those you come up with yourself.
I hope that some day programmers will stop using memory-unsafe languages except when they really need to, and that when it is necessary those languages will give them the tools to solve those problems themselves instead of pretending they're already solved. They're not. Rust's borrow checker plus Zig's arena concept plus a couple more pieces might actually get us there. C++'s feature salad never will.