Rather than having 3-5 ways to do a say a GUI from the stdlib you have 0 and instead you can pick a dependency that suits your way.
That then boils down to even data structures, there's a bunch of trade-offs to be made where one is better than the other and if Rust had to maintain 30 different types of maps for each use case that seems like a waste of their time. Push that work off to the people that need those maps.
Now after on some pondering though, there is a strength in that the Rust team doesn't have to focus on maintaining such a large stdlib, as you said. I find myself using external libraries for many things in Go already, so why not just extend that to slightly more fundamental things with lots of variance too.
I think the largest downside with this approach, however, is that it's hard for me to know what the de facto, collectively-agreed-upon standard is for a given task.
Although I guess they do implement Future on their own so it shouldn't need a specific runtime then.
https://github.com/fortress-build/whirlwind/blob/main/src/sh...
https://github.com/fortress-build/whirlwind/blob/main/Cargo....
Fair point though, there would definitely be some benefit to having some of these things in the stdlib.
Naming things is... well, you know...