As someone who did OpenGL programming for a very, very long time, I fully agree with you. Without OpenGL being maintained, we are missing a critical “middle” drawing API. We have the very high level game engines, and very low level things like Vulkan and Metal which are basically thin abstractions on top of GPU hardware. But we are missing that fun “draw a triangle” middle API that lets you pick up and learn 3D Graphics (as opposed to the very different “learn GPU programming” goal).
If I was a beginner looking to get a basic understanding of graphics and wanted to play around, I shouldn’t have to know or care what a “shader” is or what a vertex buffer and index buffer are and why you’d use them. These low level concepts are just unnecessary “learning cliffs” that are only useful to existing experts in the field.
Maybe unpopular opinion: only a relative handful of developers working on actually making game engines need the detailed control Vulkan gives you. They are willing to put up with the minutiae and boilerplate needed to work at that low level because they need it. Everyone else would be better off with OpenGL.