Vulkan is lowering the barrier for entry to graphics programming. It's doing this by not having hidden state. I don't have to remember what is stored where when I'm programming, I can follow the very fine spec as a pretty much step by step guide and get a working program. Practically every operation is simple, and only really cares about the arguments you pass it not some global state. This is very friendly to someone learning how it works.
It is raising the bar for implementing the "get a triangle onto the screen" part of the program, but that's not the hard part and never will be. It's also only raising that bar for crazy people like me who use Vulkan directly. In the future by the time Vulkan really takes over I expect it will lower the bar for that, since there will be nice libraries on top of it which deal with the "allocate everything" step for you (and maybe now, I don't know of any but I haven't searched... AMD has something I think).