I've put together a playground at https://play.rust-lang.org/?version=stable&mode=debug&editio.... "Object graph" architectures are common in C++ and sometimes necessary in Rust when building GUI applications or emulators. Rust's pointer aliasing rules invalidate otherwise-correct code, placing roadblocks in the way of writing correct code. And there's so much creation of &mut (which invalidates aliasing pointers for the duration of the &mut, and invalidates sibling &mut and all pointers constructed from them), that's so implicit I don't know what's legal and what's not by auditing code. (Box<T> used to also invalidate aliasing pointers, but this may be changed. The current plan for enabling self-reference is Pin<&mut T>, but the exact semantics for how and when putting a &mut T in a wrapper struct makes it not invalidate self-reference and incoming pointers, is still not specified.)
I've heard statements that addr_of_mut! is an interim API, and the situation may be improved with &raw and unsafe-deref syntax (https://faultlore.com/blah/fix-rust-pointers/). But I expect a production systems language to be an improvement upon C/C++'s usability in their strongest domains out of the box (much like how Send/Sync as marker types not creating UB beyond C++ makes threading more tractable, and enums are superior to std::variant). Instead today's Rust pointer rules redefines swathes of C and C++'s use cases and design patterns as undefined behavior, and the alternative approaches are ugly to express in safe code (Cell/RefCell), and easy to get wrong and tricky and ugly to get right in unsafe code (see my playground), with the promise that they were trying to make programming easier and are trying to create a suitable replacement someday down the line (7 years and counting after Rust 1.0).
It reminds me of C++'s long-running object lifetime saga (https://en.cppreference.com/w/cpp/language/lifetime, https://www.reddit.com/r/cpp_questions/comments/dfglt2), but I've never had to deal with this mess directly, unlike Rust object graphs.