Then I design the thing I want to build. I always design what I want to build beforehand. This takes a couple of iterations from high level to low-ish level. That last design becomes a bit language dependent. Then I select some of the core tools that I'm going to use (which kind of pointers, classes or structs, etc.)
With that design in mind, I go "library shopping" both for file formats (if any) or other stuff like vectors, etc.
Armed with the reference docs of these, I write my code with the toolbelt I have built for the project.
Some things are hard, but they are not impossible. I find thinking like compiler helps a lot.
The varying standards are no different to major python versions or go versions - arguably there’s even less between most versions than there is in your average go release.
The differences in apps and frameworks don’t matter for day to day - std::string, Unreal’s FString and QT’s QString all are similar enough that 99.9% of the time.
Metaprogramming is one of those things; you either write it or you don’t. Knowing some basics is required but the vast majority of people use a handful of pre existing things without understanding the nuances of how it works under the hood.
It's not a new feature. And tbh, compared to Typescript, C++ templates are tame ;)
(but yeah, deciding when to stop digging into the template metaprogramming rabbit hole requires some common sense and sanity, too much template complexity is almost never worth the hassle)