OpenGL/WebGL aren’t well enough aligned with modern hardware to serve as a cross-platform graphics layer.
That’s where the newer APIs come in. Vulkan, Metal and DirectX 12 all follow similar principles that would work from a technical standpoint, but we live in an age where platform vendors would rather cripple their platform than make it easy to port software. Apple is the worst offender here, because while Microsoft isn’t happy about it and disables it in “metro” apps, at least they don’t prevent GPU vendors from shipping Vulkan support for normal “desktop” apps.
But I’m optimistic about WebGPU: It’s designed to be efficiently implemented on top of the vendor APIs, so platform vendors can’t block it. And it’s low-level enough that it should allow implementing modern games on top of it.
(To clarify: I’m optimistic about WebGPU as an API for desktop applications. For browser apps, it seems like all vendors are on board already.)