C# compile times are fast. Performance is a lot better than you probably think, especially with modern .NET (not what Unity uses).
Rust’s hot reload is cross platform if I recall correctly and is always available until you disable it from the build (eg debug on, release off). It also has a better story for working around the limitations that Visual Studio just throws up on.
C++ hot reload is not a common experience in the ecosystem.
Really shouldn't be a dealbreaker when 95% of your users will be using Windows (to play games), so your most tested platform should be Windows.
> when you started it under a debugger
Hot reload isn't a replacement for scripting IMO. It will never be as good. Even hot reload in Rust would have more limitations than an actual scripting language.
In total Microsoft only holds ~12% of the total video game market share across PC and console in terms of owning the platform (i.e. Xbox + Windows). I think you're overestimating how many game developers get to use reverse debugging for gaming. In practice given the limitations for Visual Studio's implementation, I highly suspect that number is very rarely used anyway.
Likewise CERN's ROOT is quite famous, nowadays superseded by CINT, and integrated in Jupiter netbooks via Xeus.
C# AFAIK holds a minor place in gamedev and also has slow compile times maybe? I assume it has better support for hot reload times. But generally the performance profile isn’t there for the most demanding games even if the DX is.