Yes, sorry for the confusion. I'd just rather have an API where the common things are easy, and the super powerful low-level optimizations are optional.
OpenGL is exactly what you said, "an API where the common things are easy, and the super powerful low-level optimizations are optional."
Of course I'm not saying that these libraries don't exist, but they haven't taken off in the way they expected
I'm guessing this niche is just pretty small in commercial sense; most people probable end up just using UE/Unity/... as their graphics API.