Closer to the hardware, more control, fewer workarounds because the driver is doing something "clever" hidden behind the scenes. The tradeoff is greater complexity.
Mere mortals are supposed to use a game engine, or a scene graph library (e.g. VulkanSceneGraph), or stick with OpenGL for now.
The long-term future for OpenGL is to be implemented on top of Vulkan (specifically the Mesa Zink driver that the blog post author is the main developer of).