And the rest of the API is full of similar examples of wasting developer time for the common code path.
Metal is a great example of providing both: a convenient 'beaten path' for 90% of use cases but still offering more verbose fallbacks when flexibility is needed.
Arguably, the original idea to provide a low-level explicit API also didn't quite work. Since GPU architectures are still vastly different (especially across desktop and mobile GPUs), a slightly more abstract API would be able to provide more wiggle room for drivers to implement an API feature more efficiently under the hood, and without requiring users to write different code paths for each GPU vendor.
Also, CUDA is targeting a single vendor, whereas Vulkan is targeting as many platforms as possible.
Trying to obfuscate all the options goes against what Vulkan was created for. Use OpenGL 4.6/WebGPU if you want simplicity.