Followed by Khronos refusal that it isn't part of their job to define an SDK, so each newbie has to go through the ritual of passage to learn how to get OS abstraction libraries to show up a 3D accelerated window, math library, font handling library, texture and image loading library, shader compiling infrastructure, scene graph to handle meshes,....
Now there is LunarG SDK, which still only offers a subset of these kind of features.
If it wasn't for NVidia's early C++ efforts, Vulkan would still be C only.
Also Vulkan only exists because AMD was so kind to contribute Mantle as starting ground, otherwise Khronos would most likely still be arguining how OpenGL vNext was supposed to look like.
Really, in 21st century if you want to write portable 3D code just use a middleware engine, with plugins based backend.