I think a very illustrative case for OpenGL is what's up with all the glPushMatrix(), glPopMatrix(), GL_MODELVIEW and GL_PROJECTION stuff. Do you glTranslatef() or glRotatef() first -- and why does that depend on whether you're moving the camera or an object?
I found all this very confusing, and I'd just try permutations of the calls until things worked, which is a suboptimal way to write software. At some point I decided to really understand what was going on, to the extent that I ended up teaching it (best way to verify if you really understand something!) and even writing about it [0] (even better way?)
TLDR: Even as the user as an opaque API, understanding what's happening under the hood makes you a better user of said opaque API.
[0] https://gabrielgambetta.com/computer-graphics-from-scratch/1...
Much of CG is basically an exercise in linear algebra.