I think the primary argument for Rust advocates here is that what you describe is only possible by using explicitly "unsafe" code (i.e. code using the "unsafe" block that is required).
The weakness of this argument is exposed in your comment also: in libraries "unsafe" is often hidden behind an abstraction. To take a simple example, consider the standard Rust Vec: plenty of "unsafe" code resides in this object, but you'll rarely if ever see "unsafe" wrap typical vector operations ("unsafe { myvec[0] }"). Partial mitigation is that this does reduce the surface area where one might have to look if odd behaviors start to appear in a Rust program.
I might be in the minority here (and I don't do game development, which is the topic of this thread), but I tend to start by using `vec.get(i)` (which returns an option) and then only switch to the index notation if I end up checking the length immediately beforehand and want to do an early return or something to avoid extra indentation in the code where I use the accessed element.
The weakness of this argument is exposed in your comment also: in libraries "unsafe" is often hidden behind an abstraction. To take a simple example, consider the standard Rust Vec: plenty of "unsafe" code resides in this object, but you'll rarely if ever see "unsafe" wrap typical vector operations ("unsafe { myvec[0] }"). Partial mitigation is that this does reduce the surface area where one might have to look if odd behaviors start to appear in a Rust program.
Overall it's still a net benefit.