If you dive into something like Ogre3D, you will see that actual 3D rendering API is a tiny slice of the whole cake, let alone in something like Unreal.
Vulkan is AMD's Mantle open-sourced, it's far too low level for devs to waste time with, it's a target for game engines and renderers.
Tons of AAA game developers make their own engine and therefore work directly with the APIs while making an abstraction layer for their higher level game developers.
Vulkan is also not just Mantle open sourced. It’s a significant deviation from the original Mantle API. Mantle was a starting point but what emerged as Vulkan was quite different.
Recently a bunch switched to Unreal. Are there THAT many that still maintain their own? Seems like it's just big studios and less than a dozen. Even a massive company like Square Enix is now using Unreal for many projects.
Ubisoft use custom engines, EA use custom engines.
Call of Duty is a custom engine (derived from idTech)
If you go to the GDC YouTube channel ( https://youtube.com/c/Gdconf ) you can see the range of game specific things that these studios are working on that using an off the shelf engine is limiting
I also recommend looking at the presentations on http://advances.realtimerendering.com/
UE being picked up by a AAA studio is news, because gamers associate UE with extreme fidelity graphics. A studio using a proprietary engine is boring because it won't matter one bit for 99% of people, and is modus operandi, basically.
Edit: remembered SteamDB has a rough breakdown based on manual rules, so a lot of engines aren't picked up, but it's still interesting - https://steamdb.info/tech/
Proprietary engines tend to be more common on consoles I think - Steam has a lower barrier to entry overall, so it doesn't filter out the smaller projects as much (which are more likely to use an off-the-shelf engine).
PlayStation and XBox were never found of Khronos APIs (other than GL ES 1.0 + Cg on the PS 1).
Nintendo had a GL subset on the Wii, and while Switch supports GL 4.6 and Vulkan, those that want full control need to use NVN.
Apple is going with Metal.
And if one intents to use Vulkan abstraction layers as a kind of pseudo middleware, they are better of using classical middleware anyway.