Yeah, they probably are, I didn't intend them as tutorials but as a better representation of the actual scutwork necessary to draw a triangle.
Object-oriented languages are not a good way to do 3-D rendering. If you want to write pixel shaders in JS you can totally do that but you will have to run them on the CPU; as it happens I wrote a program last week that works that way: http://canonical.org/~kragen/sw/dev3/trama. If you want to run them on the GPU you need a language that exposes the GPU's capabilities.
In essence your primary complaint is that the GPU instruction set is not object-oriented (and neither is your database). Well, you can design your own GPU, but I've got some bad news for you about Verilog, Chisel, and BlueSpec! And you may find out that the real problem is that solid-state physics isn't object-oriented, so your OO GPU will end up underperforming, like the Burroughs B5000 and the Symbolics 3600 (hopefully not as badly as the Intel iAPX432). You'll probably have more success writing an object-oriented database.
However, I do agree that WebGL is a bad API, because boilerplate is never acceptable.