Inversion of control tends to rely on a) interfaces and b) dependency injection frameworks. I would find a section explaining how to swap components in Rust very useful, if such a thing is even possible. In other words, declare that I want a certain kind of Thing, and then be able to swap out various Things without specifying exactly what they are, including mocks.
Similarly, is it possible to build a DI framework in Rust? Looks like someone tried to design one here and perhaps this could showcase some potential problems: http://nercury.github.io/rust/di/2015/01/02/dependency-injection-learning-rust.html
I don’t really know if this addresses the topic, though, as I’m not really clear if the concern here is raw OOP in particular (which may potentially be needed for, say, game engines), or the kinds of design patterns that are often favored in the enterprise world.