Jon Blow says a language with less friction would make him much more productive. Let me tell you -- rockstar programmers at our company have tried that again, and again, and again. I spent the last 2 months trying to purge one such attempt from the codebase, because it ended up introducing all kinds of nasty bugs and unexpected limitations.
I still occasionally binge Jai videos and hope Jon proves my scepticism misplaced though :)
That said, I think a third kind might also exist, although rare for AAA studios and more common with mid-size/indie game developers...
Exceptions are supported and we use them for any non-gameplay code paths. That is to say, you can and should use exceptions for all loading/initialisation paths unless they are during actual gameplay.
This ends up feeling quite natural as that is mostly what exceptions are good for, and honestly, they would practically never fire in a non-development scenario because they are almost always some kind of error in data files.
Why can't there be a third kind: the ones who suck it up and just use C++ including modern features? (honest question: I don't know anything at all about 'gamedev')