In my book, Rust is good at moving runtime-risk to compile-time pain and effort. For the space of C-Code running nuclear reactors, robots and missiles, that's a good tradeoff.
For the space of making an enemy move the other direction of the player in 80% of the cases, except for that story choice, and also inverted and spawning impossible enemies a dozen times if you killed that cute enemy over yonder, and.... and the worst case is a crash of a game and a revert to a save at level start.... less so.
And these are very regular requirements in a game, tbh.
And a lot of _very_silly_physics_exploits_ are safely typed float interactions going entirely nuts, btw. Type safety doesn't help there.