At least with endian issues, for example, there was once maybe a compelling reason to do it from a hardware standpoint.
There is some logic to left-handedness, which is a bit more intuitive in some ways for computer graphics. Left-handed means the Z coordinate increases with depth into the screen, that the viewer is somewhere near Z = 0 and looking towards positive numbers. And projection space has 0.0 at the near plane of the view frustum and 1.0 at the far end. Right-handed means that either your projection space coordinates go negative or that your projection matrix includes a negation for the Z coordinate.
Left-handed does however have the enormous disadvantage of working against almost all (non-computer screen) representations of 3D space. Draw your X and Y axes on a sheet of paper in their customary orientation. It's much more intuitive to interpret positive Z as altitude above the paper rather than as depth into your desk. That's right-handed, and that's why OpenGL and everyone else chose that.
Answering a different parent, it's more than just one line of code in a library to change coordinate systems. The depth buffer check needs to compare in the opposite direction, for one.
Incidentally, Microsoft has learned from this mistake: XNA uses right-handed coordinates.
XNA and its former incarnation, Managed DirectX, always suffered from the internal political differences between .NET and native tools development groups.
Wouldn't that be a thing?