A lot of people still choose to build games on Direct3D 11 or even 9 for convenience, and now thanks to Proton games built that way run fine on Linux and Steam Deck. Plus technologies like shadercross and mojoshader mean that those HLSL shaders are fairly portable, though that comes at the cost of a pile of weird hacks.
One good thing is that one of the console vendors now supports Vulkan, so building your game around Vulkan gives you a head start on console and means your game will run on Windows, Linux and Mac (though the last one requires some effort via something like MoltenVK) - but this is a relatively new thing. It's great to see either way, since in the past the consoles all used bespoke graphics APIs (except XBox, which used customized DirectX).
An OpenGL-based renderer would have historically been even more of an albatross when porting to consoles than DX, since (aside from some short-lived, semi-broken support on PS3) native high-performance OpenGL has never been a feature on anything other than Linux and Mac. In comparison DirectX has been native on XBox since the beginning, and that was a boon in the XBox 360 era when it was the dominant console.
IMO historically picking a graphics API has always been about tradeoffs, and realities favored DirectX until at least the end of the XBox 360 era, if not longer than that.
So it isn't that portable as people think.
Back in my "want to do games phase", and also during Demoscene days, going to Gamedev.net, Flipcode, IGDA forums, or attending GDCE, this was never something fellow coders complained about.
Rather how to do some cool stuff with specific hardware, or gameplay ideas, and mastering various systems was also seen as a skill.
Even Mac OS only adopted OpenGL after the OS X reboot, before it was QuickDraw 3D, and Amiga used Warp 3D during its last days.
Game developers care about IP, how to make it go beyond games, getting a publisher deal, gameplay, the proprietary APIs is a set of plugins on a middleware engines in-house or external, and done it is.
Also there is a whole set of companies whose main business is porting games, where is where several studios got their foot into the door before coming up with their own ideas, as a means to get experience and recognition in the industry, they are thankful each platform is something else.
Finally anyone claiming Khronos APIs are portable never had the pleasure to use extensions or deal with drivers and shader compiler bugs.
DirectX was nice in that the documentation, and example/sample code was excellent.
> Call the Windows ML APIs to initialize EPs [Execution Providers], and then load any ONNX model and start inferencing in just a few lines of code.
The other components were very well: DirectInput etc.