https://youtu.be/pDsksRBLXPk?t=2895
The whole thing is worth watching to be honest, it's a privilege to watch someone share their deep knowledge and talent in such an engaging and approachable way.
In fairness to you I think a lot of the stuff involving hardware goes over everyone's heads :D
I've seen comments in a number of articles (and I think a few comments in this thread) saying that there are a few features in Vulcan/opengl/direct3d that were standardized ("standardized" in the D3D case?)/required that turned out to be really expensive to implement, hard to implement fast in hardware anyway, and not necessarily actually useful in practice. I think geometry shaders may have been one of those cases but I can't recall for sure.