I kind of see it as a non-issue. It seems like Vulkan's target audience was specifically elite developers who wanted the most control possible, and based on the results which have been achieved in products like Doom 2016/Eternal it seems like it's working for them.
I suspect WebGPU will be the OpenGL successor for everyone working with graphics who isn't at an AAA game studio.
Vulkan is basically a GPU-programming API with some support for triangle rendering, great for compute workloads, not so great for rendering triangles. At the very least, Khronos should provide additional layers on top of Vulkan to simplify traditional rendering tasks, basically providing one or more optional API layers that are closer to Metal and D3D11.
I think the general idea was the right one, the execution of that idea was the problem (e.g. Metal is the successful execution of the same idea).
I.e. I'd agree with your idea if Metal was actually built by Apple on top of Vulkan as a convenience abstraction and you could use Vulkan there directly too.
I hear that you are saying Metal does a better job of being a convenient graphics API than Vulkan. I am just having trouble parsing why this would be an objective problem with Vulkan, rather than you just not being the target audience of this API.