It could definitely be better, sure.
So, I get your point for production build, that it needs some special optimization that maybe doesn't happen for Go, but I don't need any optimization when doing Dev testing and this could well remain totally unoptimized. Then I would at least expect for an "un-optimized" dev Rust build to be roughly as fast as a production Go build. At least not >10x slower
Or of course if the Go compiler started doing them so it became a lot slower.
One example is “full”monomorphization of generics. But there are lots of such examples.
Usually though I find the Rust compilation speed a non issue, so long as “cargo check” and the IDE analysis is great, I just rarely compile to begin with.
As other commenters have noted, the Go backend is extremely simplistic ("barely an optimizing compiler"). Rustc is also a lot faster in -O0 mode than any optimizing mode. But -O0 is somewhat dumber than Go's compiler. You could imagine an -O1 (or -O0.5) with compilation time vs performance tradeoff similar to Go, but it isn't there today. There's also an attempt to adopt a more simplistic backend (cranelift) into Rustc to improve codegen performance, but so far it hasn't provided much speedup.
Here is an older article that compares compilation times between multiple different libraries, where one of them does spend a significant (and majority of the) time borrow checking: https://wiki.alopex.li/WhereRustcSpendsItsTime