So this goes into Vulkan. Then it has to ship with the OS. Then it has to go into intermediate layers such as WGPU. Which will probably have to support both old and new mode. Then it has to go into renderers. Which will probably have to support both old and new mode. Maybe at the top of the renderer you can't tell if you're in old or new mode, but it will probably leak through. In that case game engines have to know about this. Which will cause churn in game code.
And Apple will do something different, in Metal.
Unreal Engine and Unity have the staffs to handle this, but few others do. The Vulkan-based renderers which use Vulkan concurrency to get performance OpenGL can't deliver are few. Probably only Unreal Engine and Unity really exploit Vulkan properly.
Here's the top level of the Vulkan changes.[1] It doesn't look simple.
(I'm mostly grumbling because the difficulty and churn in Vulkan/WGPU has resulted in three abandoned renderers in Rust land through developer burnout. I'm a user of renderers, and would like them to Just Work.)
[1] https://docs.vulkan.org/refpages/latest/refpages/source/VK_E...