Largely due to support in Unity/Unreal. They would be using OpenGL ES still if they had their own engines except maybe the biggest game studios that always have custom game engines/rendering integration.
So lumping together all of these variants and calling them "most used OS" is not useful in any sense. They are very different for users, and very different for devs.
This is specially relevant when you want to develop a game against a graphics API. Samsung has Vulkan on their flagships for a couple years now, but not the mid/low-end devices. Pixel supports Vulkan, but the units sold are so low that they are a rounding error. No other major manufacturer significantly supports Vulkan either. In this and similar scenarios, the framework used by ios may well be the "most used" mobile framework.
Then you're correct by your definition, but not by most people's definition.