The whole discussion here is about how these things differ in subtle ways. The problem with “squinting” at the problem is you end up e.g. using RAII and then having to redesign your system because RAII doesn’t match, and the problems weren’t obvious when you started out.
Not to make too fine a point about it here, but file handles are perfect matches for RAII / Rust lifetimes, unlike OpenGL textures. You just close the handle at end of object lifetime. You can get errors when you close but current recommendation is to ignore errors when cleaning up and have a separate path for closing/committing data on close when writing, so on most paths the destructor will nop. This works well.
An example of a mismatch with the language semantics and file handles is with GC. If you close a file handle in a C++ destructor or Rust drop(), it’s fine, those are run deterministically. If you use a JVM finalizer to close your file handle that might not happen soon enough (cue EMFILE).
Again, the reason why textures don’t work this way is because you have to release them in a certain context and they might be released outside your control.