I kind of see it as a non-issue. It seems like Vulkan's target audience was specifically elite developers who wanted the most control possible, and based on the results which have been achieved in products like Doom 2016/Eternal it seems like it's working for them.
I suspect WebGPU will be the OpenGL successor for everyone working with graphics who isn't at an AAA game studio.
Vulkan is basically a GPU-programming API with some support for triangle rendering, great for compute workloads, not so great for rendering triangles. At the very least, Khronos should provide additional layers on top of Vulkan to simplify traditional rendering tasks, basically providing one or more optional API layers that are closer to Metal and D3D11.
I think the general idea was the right one, the execution of that idea was the problem (e.g. Metal is the successful execution of the same idea).
I.e. I'd agree with your idea if Metal was actually built by Apple on top of Vulkan as a convenience abstraction and you could use Vulkan there directly too.
I hear that you are saying Metal does a better job of being a convenient graphics API than Vulkan. I am just having trouble parsing why this would be an objective problem with Vulkan, rather than you just not being the target audience of this API.
Can you give some examples preferably with links to source.
Contrast this with the situation on Metal (explicit runtime that spawns threads, and explicit callbacks to be able to take advantage of that) or DirectX 12 (explicit runtime that works for the average case, with extremely fine grained control provided over the threading model, priorities, etc., including being able to turn them off completely if you really need it). Both of these are clearly much better models because they are actually exposing the detail that seems obvious in hindsight (applications need queue submission to be nonblocking) and are able to provide much more flexible, efficient, and useful APIs as a result.
By leaving everything up to the user, Vulkan in practice ends up underperforming its competitors unless the drivers patch up the work--at which point you have the unfortunate situation where you have people targeting a low-level API running on a high-level runtime. It's this, not some dumb digression about extensions, that IMO make Vulkan kind of disappointing--it's definitely not a failure, but it could've been much better than it was.
I.e. I'd imagine if this is a real problem, there should be some RFC for the updated version of the API where this is prohibited or some requirements are added about how to control it.
I'm not sure what their approach for that is. May be they break it at some point and then the driver can offer more knobs for such features to be optional or behave differently in the newer versions.
What I think is unapproachable about Vulkan is just the complexity of the problem space. There are a lot of concepts to be aware of just to get the first triangle on the screen (swap-chain, synchronization, render-passes etc.), so in my experience it took quite a few hours of working with it to build an intuition about how everything fits together. And that was coming from an OpenGL background where 70% of the concepts were familiar. I can imagine if you were coming from something like web front-end development, Vulkan could seem pretty inscrutable.
But I will say, since I did cross that bridge, Vulkan became much more intuitive to me than OpenGL. The fact that everything's explicit means there's no mysteries, and the declarative style becomes quite guessable after some time.
Not to mention, error handling is a huge improvement in Vulkan. In openGL, errors are stored in stack that gets popped by calling glGetError. A rookie mistake is only calling the function once, when you really have to call glGetError until the stack is empty every time you check for errors to catch all errors. By contrast, Vulkan just returns a vkResult structure on every function that can fail.