> Every big vendor and platform for 3D games and software, has their own graphics API which work better and faster than OpenGL and Vulkan.
True but console is a different beast though, it seems you are focused on that not just mobile which was always just OpenGL ES mainly since '07 until Metal entered the arena.
On consoles/custom handhelds, they have always had their own frameworks to get the most out of their custom hardware and for lock-in exclusives, to compete and advance their hardware as far as possible for the console lifeline, to sell as many games as possible as the hardware ages as game content is where they made profit. Consoles have modified versions of frameworks or their own like gcm from Sony. They do support standard ones but mostly people use the custom ones to get the most out of the hardware and the hardware makers like that.
On desktop, only two essentially in DirectX and OpenGL and was that way for a long time. Portability was fine, DX windows, OpenGL everything else but DX was the major one due to Windows desktop dominance.
On mobile, OpenGL ES on the major mobile platforms, iOS and Android, pretty much the only one since '07 until Metal.
As I mentioned in other areas, not a huge deal to game developers who aren't building their own engine but portability does matter on desktop and mobile, not just consoles which have reasons for custom rendering engines/toolkits.