Also, don't be fooled by the name. While WebGPU was designed for the web browser, there are already some solid native implementations (wgpu and Dawn), and can definitely fill in the same role as Vulkan/DX12/Metal for most casual usages.
I never learned OpenGL, but think I will have to eventually refer to some OpenGL material, because there's no WebGPU material except the spec and like 3 incomplete tutorials.
[0]: WebGPU is a JavaScript API, so Rust cannot implement it exactly, but it's very close.
I agree it keeps you thinking about how to do things as opposed to just copy pasting. It also helps that the examples are small and in JavaScript so it's easier to figure out the logic that need for them to work.
(* meaning, while simplified, it's also missing some convenience features sprinkled in the lower-level APIs. For example, from what I've seen, pipeline explosion is much harder to deal with here.)