Repeating the same nonsense over and over again still doesn't make it true.
Windows always had full support for every graphics API - be it proprietary (like Direct3D) or open (like OpenGL).
The difference between Apple and Microsoft was that Apple controlled access to the API, that's why you were stuck with outdated OGL versions on MacOS and can probably say goodbye to OGL entirely on their future Apple Silicon products.
Microsoft on the other hand simply stopped providing anything but a OpenGL 1.2 implementation, while leaving API support to the hardware vendors via drivers. This happened all the way back in Windows 95 already, which is why some vendors provided their own APIs (remember GLIDE?), while others shipped "MiniGL" drivers just for Quake.
Microsoft never prevented drivers from providing graphics APIs or applications from using them and redirected OpenGL calls to the hardware driver when available.
Even on mobile, probably unknown in US, but Symbian and J2ME were the big motivation for OpenGL ES on mobiles, with N95 being the first handset with proper hardware acceleration.
Well, yeah, and the Apple II used Wozniak's quirky graphics mode. But I meant the OS X era Apple, you're going back a bit...
As usual, companies at the edge of bankruptcy tend to be a bit more "open".
Wasn't Apple the first big adopter of OpenGL? Windows had proprietary standards, Apple had OpenGL.
Sure, now they move to Metal, but it's not entirely accurate to say that "Apple has fought against open standards in graphics" generally...