Yes and no. The situation with OpenGL and drivers is quite different to browsers and jQuery.
OpenGL drivers are generally quite good in implementing the API as it is specified and this is tested with a huge bunch of conformance suites. It's not like ancient browsers where one vendor's understanding of the CSS box model is different from the others'.
However, OpenGL has a huge number of different versions, some require hardware support (major versions like GL 4.x vs. 3.x), while others might be software only additions (minor versions, GL 3.2 to 3.3). And then there are lots of API extensions that may or may not be available. This is a relatively simple problem to solve and we have tools like Regal and ANGLE to patch the little things.
But the real problem is functional bugs. Incorrect pixels on the screen ranging from a minor annoyance to a completely destroyed image. And more severe issues like application crashes, completely corrupted display/desktop to blue screens and kernel hangs. This is something that cannot be fixed.
So you drop it from the common interface that your abstraction presents because it's just not consistent enough....
There are also a TONNE of shader abstraction languages that transcribe to HLSL or GLSL on the fly for the same reason.
tldr; Engine developers stare into the abyss and somehow the abyss gives back a projection matrix.