Anecdotally, the slow builds I've experienced in Rust were case sof overzealous Serialize implementation (aka, people adding Serialize to everything, just in case) or deps on large external projects (often in C++).
Coming from C++, where you either have someone who knows how to debug build times, I think the comparison with rust is unfair. cargo-timings is pretty nice and gives you a hint on what to look for.
This article actually shows debugging build times is not that hard. I did that for a personal project (which compiled part of OpenCV) and I'm certainly no ninja. I remember attempting similar tasks in C++ and getting completely lost.
OTOH debugging C++ build times is no more than recompiling your code with -ftime-trace and inspecting it with ninjatracing, which btw is a great tool.
However, getting the data as you see is not the real challenge here but in how to use this data to optimize your build pipeline while keeping the functionality and not introducing more technical burden. That is very difficult and for many projects questionable if the benefits will outweigh the total cost invested in it.
In general, long compilation times are mostly attributed by
the complexity of things (algorithms) that compilers are
trying to do for you in order to produce machine code and
not because there's a lack of standardized build system (a
bad idea) nor because of existence of headers.
that is not true - most of the project i worked for suffered from header parsing a lot - sometimes more then 50%, in 100k-1MioK lines of code projects
many C++ developer tend to think that the code generation is the time consuming part but that is less true - you will see if you start benchmarking the compilation with todays tools available in Clang and VS2019+Running the build with -ftime-trace almost always has shown in my experiments that the bottlenecks are either in exploding number of template instatiations or more often than not in linking time.
Years ago the GNAT Ada compiler authors intentionally avoided implementing precompiled headers. They instead focused on very fast lexical analysis (using a small handwritten lexer optimized for lower case letters because that was the usual case). By careful optimization of a small part of the compiler they made the recompilation of headers faster than loading a precompiled header!! More info: https://dwheeler.com/essays/make-it-simple-dewar.html
Maybe the Rust team needs to add timers to their test suite. This kind of big regression in compilation time should have been caught by the test suite.
I assure you it's not an afterthought. We track performance changes every week, going as far as reverting highly desired features to avoid regressions. The only reason we accept (small) regressions is for correctness fixes. This regression was only partly exercised by our perf test suite. That's how we grow it: see bad behaviour in the wild, add to the suite.
The source of rust compilation slowness usually boil down to excercising a part of the language that has O(n²) behaviour, like match arm evaluation, trait bound evaluation, or huge expansion due to monomorphization or macro expansion, and the resulting huge linking times from that, or the bottleneck that proc-macros introduce (they get compiled before they can get executed, only relevant on fresh compiles).
The regression was (partly) fixed by adding caching: https://github.com/rust-lang/rust/pull/90423/files and if I recall correctly was introduced by a feature change that fixed a bunch of incorrectly rejected deeply nested trait bounds.
Most time tends to be spent in LLVM. That will also go down over time as the quality of emitted LLVM IR improves due to optimizations in rustc itself.
Also, compiling C++ is _not_ worse than compiling rust projects but again the other way around.
Although compilation times are a hog in both of these languages, it is well known that this is actually one of the biggest rust pain points.
In general, long compilation times are mostly attributed by the complexity of things (algorithms) that compilers are trying to do for you in order to produce machine code and not because there's a lack of standardized build system (a bad idea) nor because of existence of headers.
In particular, biggest "offender" in C++ compilation model is almost always due to the usage of template metaprogramming whereas in rust I'd envision it's the compile time guarantees that must be offered through mechanisms such as borrow checker and alike.