You just have to set limits correctly when you initialize a GPU instance in order to have access to the new features.
I've personally implemented mesh shaders in my own project, and there are plenty of examples of WebGPU real time raytracers out there. DirectStorage I had to google and it looks like a Windows DMA framework for loading assets directly to GPU ram? That's not even in scope for WebGPU, and would be handled by platform libraries. Linux has supported it for ages.
Seriously I get the impression from your posts that really don't have any experience with WebGPU at all, and are basing your understanding off of misinformation circulating in other communities. Especially with your continued nonsensical statements about not supporting "post-2015 features." 2015-era chipsets are a minimum supported feature set, not a maximum.
Please just take the L and read up to inform yourself about WebGPU before criticizing it more.
DirectStorage started as a Windows feature, is actually quite common in game consoles, and there is ongoing work to expose similar functionality in Vulkan.
Yes, I do have WebGPU experience and have already contributed to BabylonJS a couple of times.
Maybe I do actually know one or two things about graphics APIs.
https://dawn.googlesource.com/dawn
https://eliemichel.github.io/LearnWebGPU/
Yes it is exposed to Javascript applications by browsers that support it, much like WebGL exposes OpenGL ES. But that’s a separate thing.
One of the turning points for the worse was the introduction of WGSL. Before WGSL, you could do lots of stuff with spirv shaders because they weren't artifically limited. But with WGSL, they went all in on turning WebGPU into a toy-language that only supports whatever last decades mobile phones support. I was really hopeful for WebGPU because UX-wise, it is so much better than anything else. Far better than Vulkan or OpenGL. But feature-wise, WebGPU so limited that I had to go back to desktop OpenGL.
In one way WebGPU really has become a true successor to WebGL though - it is a graphics API that is outdated on arrival.