How does that differ from RAII?
I think i misunderstand you or lack knowledge, because this sounds exactly like RAII.
I know that rust has major compile time checks, but saying that the difference is that it reason about life time as difference to c++ is misleading. I think the major point of c++ compared to c is that c++ "reason about object lifetime statically" with deconstructors and RAII. And saying that rust do this and implying c++ don't is misleading.
One thing C++ programmers might be interested to learn, is that this doesn't only apply to simple variables and references; it also applies to library data structures and their methods. The Rust compiler doesn't really "know" what the .clear() method on a Vec does, but it knows enough to prevent you from calling that method while you're holding references to the Vec's elements.
It’s also a big part of C and C++’s learning curves, it’s just that the compiler doesn’t tell you about it; you’re being taught by segfaults and silent memory corruption instead.
There is one major difference. In Rust you can memcpy objects you own to a different base address and they will still work, unless they're pointed at by a Pin<> type (as such, code that requires objects to stay put in memory must take a Pin<> reference. This arrangement may potentially be replaced by a special "?Move" trait in future editions of Rust). C++ pins all objects by default and allows objects to have custom "move" constructors, to sort of enable them to be moved elsewhere.
In C++, objects that get "moved" must leave behind something that can be destructed cleanly; Rust has no such limitation, at least wrt. ordinary moves. Arguably the closest thing it has to a C++ move is the .take() pattern, which leaves a default-constructed object behind. But this is rarely used.
The general tradeoff is that the Rust pattern memcpy's compound objects more often, but has less gratuitous use of the heap and less pointer chasing compared to idiomatic C/C++. This is a valid choice once one has the compiler support that Rust provides.
An other major safety difference is that Rust uses destructive moves, once a binding is moved-from it becomes invalid / inaccessible (and it won't be destroyed).
In C++, a moved-from object is in a "valid but unspecified state", so it must be destructible (because destructors always run) but any interaction with the object other than destruction may be UB, and the compiler won't tell you (in the same way it won't tell you about borrowing issues whether it's UAF, invalidation, ...).