That's pushing it a little. Maybe you mean "viable for low-budget, independent developers" (no expensive devkit needed)? It's not that widespread on consoles: Nintendo still seem to be doing well, and none of their platforms support anything close to OpenGL. I'm aware that there is an OpenGL ES implementation for the PS3, but I'd be surprised if that was the only way or even the preferred method of talking to the graphics chip. In my experience, game console graphics programming is usually super low level, with the "API" consisting of a bunch of inline C functions and enum constants for twiddling GPU hardware registers, filling DMA buffers and handling interrupts.
Graphics APIs serve 2 purposes:
1. hardware and OS independence (consistent API for the same OS running on different GPU hardware, or for porting software between OSes)
2. sandboxing apps to prevent direct hardware access. The latter is useful for any multitasking platform, whether it's explicitly multi-tasking or just to shield the foreground app from accessing stuff running in the background, like on older iOS versions.
If you care about neither, or the latter is taken care of in hardware (IOMMU), then raw access to the GPU lets you do stuff that's way cooler than you could do with a driver and an API (though it's usually more work).