Vulkan (1.0 at least) being a badly designed API doesn't mean that OpenGL will be maintained unfortunately. Work on OpenGL pretty much stopped in 2017.
It pretty much is by now if you can use Vulkan 1.4 (or even 1.3). It's a pretty lean and mean API once you've got it bootstrapped.
There's still a lot of setup code to get off the ground (device enumeration, extensions and features, swapchain setup, pipeline layouts), but beyond that Vulkan is much nicer to work with than OpenGL. Just gotta get past the initial hurdle.