Build scripts in Rust are written in Rust, not some ad-hoc declarative build language. This is a really good decision because you can do insane shit in your build scripts.
Also macros, you can generate say bindings relatively easily.
I've been doing some cross-platform GPU stuff lately and Rust makes so much of this a breeze.
I can't imagine combining C++ projects this easily.
I'm really bullish on wgpu (https://github.com/gfx-rs/wgpu-rs). It's the Rust implementation of the WebGPU standard. It goes beyond the web though, it's a really nice GPGPU API to work with and will be a popular API in the next decade.