Memory for objects is allocated structurally as part of the object, not dynamically, wherever possible. And it's usually very possible. If you can't do that, provide an initialization method. (In almost all cases, I would personally prefer hiding that two-phase initialization within a factory function.)
As for "why not stick with C"--all of the other reasons still hold true, from templates on down. The simple existence of dtors with viable scope guards that are guaranteed to fire when exiting scope is reason enough for me to never write C and to look with a default skepticism on any codebase that thinks its developers are perfect enough not to need them.
The thing that is hard to replicate in C is destructors. Automatic deinitialization when leaving scope in very convenient. It allows you to have multiple exists from the scope without preceding each of them with prologue of dinit_*() calls or creating single exit point and jumping to it.
Coupling allocation with initialization is trivial to do without C++ constructors (which I find to be very poorly designed).
I mean it's kind of a smartass answer, but—don't fail during constructors. Move all possible code that can fail into an initialize method; check explicitly for allocation failure and/or put things on the stack instead of heap when possible; consider failing hard with a stack trace or core dump over catching and processing exceptions before (likely) failing anyway.
Not saying either of those are better than the alternative (I prefer using exceptions and RAII), just pointing out what I've seen in real world projects.
I don't think this is the proposal. The proposal is that the object contains a genuine constructor that only does the bare-bones "safe" stuff, and then it has a separate non-static method that does the might-fail initialization. So:
This also means you can break up your initialization so that you drive the risky pieces from outside the object, rather than monolithically from within.
This has a further benefit for testing, since you can use your major objects without fully initializing the entire world that they depend on.
It was almost the exact proposal specified by my grandparent post except using a pointer rather than an optional.
It's also a technique that is widely used. See for example the cocos2d-x game library.
The benefit of such a technique is that you can then make the constructor private, making it impossible to create an object and not also call the initialize() method.
My bad, I thought std::optional is part of C++14, it seems to be part of the next standard C++17, but there's still boost::optional.
About the container issue: if you have objects that might fail during the creation it seems like a bad idea to allow things like:
std::vector<Foo> foos(10);
Having a separate initialization method which might fail - like proposed by others - is another option, but this means your objects need some kind of internal initialization state, and whenever you're handling such an object you never can be absolute sure that it's in a valid state.
I'm quite a big fan of making invalid state not representable in an object and handling failure cases as early as possible.
What the create method returns depends heavily on your use case. If the returned objects can always be allocated on the heap, then a pointer or unique_ptr can be returned.