Well, what are you trying to do (from a beginner's perspective)?
Are you trying to quickly understand how to draw a triangle to a screen with a texture? I would say...write a quick software rasterizer.
Are you trying to understand how modern GPUs work, and how to use them? Use Vulkan/DX12/Metal.
Are you just trying to draw a ball on the screen and kick it around? Use a game engine.
At this point, OpenGL doesn't really fit any of those boxes. What it does kinda do is...conceptually show you how 3D rendering works, but does it faster than your first software rasterizer would, and abstracts a bit of the math away if you use the API in just the right way.
The most important aspect of OpenGL is that it has a huge legacy catalog of software, including courses that teach 3D graphics programming with OpenGL.
> They say they continue to support OpenGL in parallel, but considering that Vulkan was originally called "GLNext", I have my doubts about how long they want to continue to do that.
Meh, they've been using "GLNext" in internal presentations forever. "Vulkan" as you know is basically AMD's Mantle more than an evolution to OpenGL. And don't you fret about OpenGL: lots of workstation apps still use it with no intent of changing, so...it'll stick around.