Strong disagree. Rust copied C++ syntax to avoid looking weird to C++ programmers, but the similarity is skin deep. C can be tamed, because it's mostly a subset of Rust, but C++ idioms are a death from papercuts.
OOP, weakly-typed templates, and mutable aliasing create impedance mismatch in almost every C++ API.
Rust doesn't have data inheritance, and what looks like interface inheritance is merely extra requirements in a flat list of traits, so subclassing won't behave like C++ APIs expect. When you translate a class hierarchy to Rust, it needs lots of crutches which make it weird, boilerplatey, and tedious to use. There's no good recipe for OOP hierarchy in Rust, because the idioms are so different. The mismatch feels like writing an ORM.
For some C++ APIs mutability and circular references can be a pain too. Rust works well with DAG data structures and clear mostly-immutable data flow. Objects with some "parent" pointer are common in C++, but Rust sees them as potentially dangling, with shared mutable state, and requires much heavier control of them. It can be done, but it's ugly. Idiomatic Rust designs go to great lengths to avoid it unless necessary, but C++ APIs can have the extra pointers "for convenience".
There's a reason why Rust doesn't have typical GUI libraries - an arbitrary web of references between widgets and event handlers make it ugly in Rust, and that's on top of a view class inheritance.
C++ templates sit very uncomfortably between Rust's macros (duck typed) and Rust's generics (strictly typed at point of declaration).
C++ templates almost always are a mix of types they're attached to and some duck-typing in their expansion.
Rust's generics do not allow any duck typing at all. This makes translation of even a tiny bit clever C++ templates a chore. There's no specialization. No way to deal with SFINAE and such.
Rust macros have flexibility for all the syntax shenanigans (and even similarly bad errors at instantiation time), but macros can't see any types. Idiomatic Rust has very deliberate division between traits (usually much simpler and smaller in scope), macros and proc macros/derives. Splitting C++ templates like that can be a major redesign.