OpenGL on macOS is so frustrating, that I and many other developers have basically abandoned it, and not in favor of using Metal--the easier alternative is to just no longer support Macs. Yes, OpenGL on macOS is now implemented over Metal, but unfortunately a side effect of this is that implementation-level details that were critical to debugging and profiling OpenGL just no longer exist for tools to work with. Anyth…
The snarky response would be "you're not a graphics engineer if you're still using OpenGL" (please laugh at the bad joke)
But seriously, knowing how GPUs actually work, OpenGL is pretty horrible. Full OpenGL has 20 years of cruft hacked and glommed on to it. As someone who's job is to write OpenGL emulation it really needs to die and people need to stop using it.
If you don't care but want cross platform OpenGL ES then use ANGLE, or if you want something more modern that ditches most of that 20years of cruft look into one of the native WebGPU implementations (dawn, wgpu, ...)