I've used OpenGL for over 20 years and Vulkan since it came out. Neither of them is easy, but OpenGL's complexity and awkward stateful programming model is quite horrific.
I've also watched and helped beginners struggling with both APIs on many internet forums over the years, and while getting that first triangle is easier in OpenGL, the curve gets a lot steeper right after that. Things like managing vertex array objects (VAO) and framebuffer objects (FBO) can be really confusing and they are kind of retrofitted to the API in the first place.
I actually think that beginners shouldn't be using either of them and understand the basics of 3d graphics in a friendlier environment like Godot or Unity or something.
Vulkan 1.3 makes graphics programming fun again. Now you don't need to build render passes and pipeline states up front, it's really easy to just set the pipeline states ad-hoc and fire off your draw calls.
But yeah, judging by the downvotes my GP comment is receiving, seems like a lot of readers disagree. I'm not sure how many of them have actually used both APIs beyond beginner level, but I don't know anyone who has used both professionally and wants to go back to OpenGL with its awkward API and GLSL compiler bugs and whatnot.