Earlier quoted context omitted.
glTF is not a very optimal runtime format, and IIRC it even started out originally with the statement that it was 'purely for interchanging models between programs' and that engines would/should still use their own format (hence the Transfer Format in the glTF name.) Even GLB, the binary glTF format, is very sub-optimal for runtime. It even has chunks of JSON embedded in it.
glTF wouldn't be my first choice for a runtime format but it's hard to see the intent behind it as anything but a runtime format, there's a very distinct mapping from glTF concepts to OpenGL concepts. The first version didn't even have a standard material definition, the asset just had an inlined GLSL shader to render it with. They even use the same enum values so that you can plug the values in the glTF file directl…
If only.
Vulkan requires everyone to be a driver writer before they can even think about drawing a triangle, while at the same time already beating OpenGL with spaghetti extensions at the rate it is getting new ones every month.
And it is only a GNU/Linux and Android thing anyway, not the main API on PlayStation, XBox, Apple, Windows and Switch.
WebGL took a decade to be fully adopted, WebGPU has at least another decade ahead of it until it becomes fully widespread, and even then it will be targeting 2015 hardware capabilities.