After that 90% of the articles only use code to compile shaders. The rest is raw.
At some point you have stop using raw OpenGL/WebGL. The point becomes to show how to apply the concepts, not focus on minutia of setting up things that were covered before.
AFAICT every article links to the articles it depends on and they all lead back to the issues that were already covered. Did you read the linked prerequisites or did you expected every article to have 10s or 100s of pages of repeated explanation?
This is no different than reading a book. If you jump to chapter 14 you can't complain it's not re-covering topics that were covered in chapters 1 through 13.
I don't mind organizing the code. I just want the barebones in the beginning. I see that WebGL fundamentals, for example, uses a webgl-utils library, which is what tripped me up, even though it's only used for one small utility.
Basically, I'm still on Chapter 0 :)
Texture bindings are a good example of something that came about mostly by accident, as they didn't want to break legacy code. So we went from "the texture" to "the current texture", and then had to introduce "the active texture" once multi sampling entered the picture.
As another commenter asked: what does "DSA-like helpers" mean in this case?
The OpenGL programming model is unfortunate.