As traditionally in all Khronos APIs, the step from "I managed a rotating cube with gourad shading", to loading a game scene with PBR material, is a gigantic step full hunting for libraries and trying to put them together, somehow.
It is no surprise that even with WebGL, most people end up picking ThreeJS or BabylonJS, after getting their first triangle.
Yet. Middleware renders the "portability"[0] of Khronos APIs a moot point, by having the best 3D API for each platform hardware, while at the same time exposing a more developer friendly infrastructure.
[0] - Anyone that was used Khronos APIs in anger across multiple OS and GPGPUs, knows the painful way of multiple code paths due to extensions, driver and hardware workarounds.
The attempt to create an OpenGL SDK repository was a joke, and the best Vulkan SDK can offer is a tool to avoid loading all the layers by hand, as it reached the same extension spaghetti as any Khronos API.
https://www.khronos.org/ktx/documentation/libktx/index.html
But for cross-platform code it makes more sense anyway to use an independent cross-platform image loader library, instead of depending on the platform-specific utility APIs provided by D3DX or MetalKit.
I did my thesis porting a particle engine from NeXTSTEP into Windows 98, and was big into OpenGL for a couple of years, went through the Longs Peak drama, eventually my focus switched to other 3D APIs by the GL 3.x timeframe.
WebGPU is not much easier than Vulkan, simpler yes, but still too much boilerplate to set everything up and running.
https://gpuweb.github.io/gpuweb/
https://gpuweb.github.io/gpuweb/wgsl.html