When OpenGL was designed, the thinking was that graphics programming is hard, and so the API should do the heavy lifting and make the application's job easy. It turns out, though, that graphics programming is so hard that the majority of folk tend to use even higher level graphics libraries to write their applications.
The folk writing those graphics libraries want to make their libraries as optimally performant as possible, and the abstract nature of the OpenGL API stands in the way of doing that. They would rather just directly access the hardware. Vulkan is an API that gives that direct access, within the limitations of running in an unprivileged userspace process.