Yeah both options are bad for beginners, at least for cross-platform 3D APIs (e.g. D3D11 and Metal are both nicely balanced and well-designed 3D APIs, but restricted to Windows or macOS).
As other have said, WebGPU is probably the best cross-platform option right now.
(also IME the tricky thing with GL information on the web is that there's a lot of really outdated and sometimes conflicting information around - e.g. worst case is you end up with code that mixes old and new GL concepts without realizing what's what)
Plus, tutorials and in depth guides are much much more common on OpenGL, but that's probably a chicken/egg type of situation.