Many people need something in-between heavy frameworks and engines or oppinionated wrappers with questionable support on top of Vulkan; and Vulkan itself. OpenGL served that purpose perfectly, but it's unfortunately abandoned.
Isn't that what the Zink, ANGLE, or GLOVE projects meant to provide? Allow you to program in OpenGL, which is then automatically translated to Vulkan for you.
DirectX 9 is long term stable so I don't see the issue...
No current gen console supports it. Mac is stuck on OpenGL 4.1 (you can't even compile anything OpenGL on a Mac without hacks). Devices like Android run Vulkan more and more and are sunsetting OpenGLES. No, OpenGL is dead. Vulkan/Metal/NVN/DX12/WebGPU are the current.
Also, if we're talking Switch 2, you have Vulkan support on it so odds are you would choose 2x-10x performance gains over OpenGL. It isn't that powerful. My 6 year old iPhone is on par.
People generally don't realize how much more CPU efficient calls are with Vulkan, DX12 or Metal. And especially on handhelds, the SoC is always balancing its power envelope between the CPU and GPU so the more efficient you are with the CPU, the more power you can dedicate to the GPU.
The aforementioned abstraction layers exist. You had dismissed those as only suitable for backporting. Can you justify that? What exactly is wrong with using a long term stable API whether via the native driver or an abstraction layer?
Edit: By the same logic you could argue that C89 is dead for new projects but that's obviously not true. C89 is eternal and so is OpenGL now that we've got decent hardware independent implementations.
I don't see the point of those when I can just directly use OpenGL. Any translation layer typically comes with limitations or issues. Also, I'm not that glued to OpenGL, I do think it's a terrible API, but there just isn't anything better yet. I wanted Vulkan to be something better, but I'm not going to use an API with entirely pointless complexity with zero performance benefits for my use cases.