It's also handy for the compiler to be able to check for errors in shader invocations. Looking up parameters by name and setting them dynamically adds a whole class of potential runtime errors that don't exist in straight c++ programs.
As to runtime errors because of misspelling a parameter name, this is going to be fixed the first time you run the program and you live happily ever after; I don't mind these errors in Python very much and I don't mind it in C programs using strings to refer to variable names in whatever context that may happen.
Overall the amount of "dynamism" in CPU/GPU programming IMO does not result in wasting almost any optimization opportunities nor does it make the program significantly harder to get right, but I'm prepared to change my mind given counterexamples (certainly in Python it's really easy to demonstrate missed optimization opportunities relatively to C due to its dynamism... The amount of dynamism in CPU/GPU programming however is IMO trivial and hence the issues resulting from it are also rather trivial.)
Once you get to shipping IR instead of strings, which is nice I guess in that it should make initialization somewhat faster and the GPU drivers somewhat smaller, I'm not sure what you're going to get from being able to treat a CPU/GPU program as a single whole. Typically the stuff running on the GPU or any other sort of accelerator does not call back into the CPU - these are "leaf functions", optimized as a separate program, pretty much. I guess it'd be nice to be able to optimize a given call to such a function automatically ("here the CPU passes a constant so let's constant-fold all this stuff over here.") The same effect can be achieved today by creating a GPU wrapper code passing the constants and having the CPU call that, avoiding this doesn't sound like a huge deal. Other than that, what big improvement opportunities am I missing due to the CPU compiler not caring what the GPU compiler is doing and what code the GPU is running?
(Not a rhetorical question, I expect to be missing something; I work on accelerator design but I haven't ever thought very deeply about an integrated CPU+accelerator compiler, except for a high-level language producing code for both the CPU and some accelerators - but this is a different situation, and there you don't care what say OpenGL or OpenCL do, you generate both and you're the compiler and you use whatever opportunities for program analysis that your higher level language gives you. Here I think the point was that we miss opportunities due to not having a single compiler analyzing our C/C++ CPU code and our shader/OpenCL/... code as a single whole - it's this area where I don't see a lot of missed opportunities and asking where I'm wrong.)