When you look at the DirectX 12 documentation and best-practice guides, you’re constantly warned that certain techniques may perform well on one GPU but poorly on another, and vice versa. That alone shows how fragile this approach can be.
Which makes sense: GPU hardware keeps evolving and has become incredibly complex. Maybe graphics APIs should actually move further up the abstraction ladder again, to a point where you mainly upload models, textures, and a high-level description of what the scene and objects are supposed to do and how they relate to each other. The hardware (and its driver) could then decide what’s optimal and how to turn that into pixels on the screen.
Yes, game engines and (to some extent) RHIs already do this, but having such an approach as a standardized, optional graphics API would be interesting. It would allow GPU vendors to adapt their drivers closely to their hardware, because they arguably know best what their hardware can do and how to do it efficiently.