The latest hints from Vulkan and D3D12 developments (VK_EXT_Shader_object[0], D3D12 Work Graphs[1]) suggest there might be an industry move away from pipelines and towards alternative solutions.
Maybe the solution is a lower level API (current) and a higher level API (somewhat stateful/named but not so global). That does add extra weight though.
Those D3D11 state objects are roughly: rasterizer-state, blend-state, depth-stencil-state, (vertex-)input-layout, and one shader object per shader stage.