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So your advice to "just use Unity/Unreal/Godot" is the opposite of your advice "you should stick with what you know" in my case. I suspect the former is good advice, and the latter is therefore wrong.
* For the sake of argument, we can pretend I only know rust. In reality I know a fair number of other languages as well, but the list doesn't happen to include C# or "random game engine specific scripting language", which seems to be the options if we're going with an established engine for big 3d games.
Anyone who's learned one or two languages should be able to pick up the basics of any of the standard ones pretty much instantaneously.
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At a certain point, the reason we like some particular wacky physical model is always going to be "it has the best combination of explanatory power and simplicity"
So it doesn't seem to matter whether it's a library or in the language.
Either everything is an effect. Or you have to deal with two worlds of code: effects and non-effects.