That's a tiny bit revisionist history. Each new major D3D version (at least before D3D12) also fixes usability warts compared to the previous version with D3D11 probably being the most convenient to use 3D API - while also giving excellent performance.
Metal also definitely has a healthy balance between convenience and low overhead - and more recent Metal versions are an excellent example that a high performance modern 3D API doesn't have to be hard to use, nor require thousands of lines of boilerplate to get a triangle on screen.
OTH, OpenGL has been on a steady usability downward trend since the end of the 1990s, and Vulkan unfortunately had continued this trend (but may steer into the right direction in the future: