Go without GC is more like a Go and Zig baby.
and having explicit allocator in standard library is actually a good thing, cause it's quite a common case in game development to use arena allocators which are being freed once per frame - so you don't really need to reinvent your data structures in Zig
I do have some concerns about Zig because it also introduces some friction for correctness sake like requiring to always use all variables, explicit casts everywhere - I want some compiler toggle to disable all of that and focus on problem but unfortunately it's not there
I am playing with Zig now and haven't really formed my opinion about game development specifically but I like it a lot so far
you're still releasing resources - so you might not become faster overall but you can compute more in the same time later if necessity arises (althougth that might be somewhat premature but can be good for library code - so it becomes more applicable in different environments)
and there are some rare but tricky scenarios like:
hardware is mobile phone: app seem to be bottlenecked on arithmetics according to the profiler, so it feels obvious to start optimization there
in reality what happens - hardware has limit on power, so it can't give full power to CPU, GPU and memory all at the same time
since app uses too much memory - it has to redirect power there, also memory emits heat, so CPU becomes throttled
By optimizing memory, everything runs colder -> CPU gets more power, can run sustained higher frequencies - app becomes faster