I didn't mean to imply that, just that when I see people complain about the ergonomics of the language and point to using a bunch of Rc<RefCell<T>> stuff usually smells funny, it implies to me that you're either trying to use OO or control flow architectures and patterns, where the type system is able to handle the edge cases that you'd need to think about anyway. There are nicer alternatives, especially in terms of data flow architectures.
And I don't know what you mean by "indexes" in this context or which talk you're referring to, do you have any more details or a link? Google isn't finding me anything.
Here is her keynote talk at Rust Conf 2018.
https://github.com/fitzgen/generational-arena
I'm not sure what your ultimate point was though? You don't have to use anything like that in normal Rust code
If Rust answer to typical UI programming patterns is "you are holding it wrong" then don't expect too much uptake by mainstream UI developers.
See Catherine's talk about their game engine implementation, regarding use-after-free indexes, and techniques to avoid it, by binding timestamps to indexes.