IIRC GL_MESA_ycbcr_texture is basically GL_APPLE_ycbcr_422, only supports packed 422, and was primarily intended for letting a compositor pass a 2vuy/yuvs surface to the overlay HW without actually converting it in GL.
GL_EXT_YUV_target is close, but it doesn't transparently include the specific step of YUV -> RGB conversion, just the sampling multiple planes + upsampling for chroma (and convenience functions for shader conversion.) (I think? actually not certain, since I can't find definition of how chroma is upsampled)
Well, I guess Vulkan's isn't completely transparent, since the conversion sampler has additional restrictions as to how it can be used. But at least with it shaders can be written to not care whether the source is RGB or not.