It's very useful; I've long done the same thing. Though - you do need to do something so you can examine the error value. Even though OpenGL's error enum is terribly vague, most functions can produce more than one type of error. It's nice to be able to see what the value was, even if only to verify your assumption that what's obviously the case is indeed actually happening. Store the value somewhere global so you can examine it in the debugger when the program's stopped, or (if you have such a thing) use some fancier assert macro that prints out the problem values.
Also look up GL_ARB_debug_output - https://www.opengl.org/registry/specs/ARB/debug_output.txt. I don't remember this ever telling me anything terribly useful for debugging, but I did get a couple of perf hints from it... anyway, it's vendor-specific, so on OS X, maybe it will help.
(BTW - if you ever end up using Direct3D on Windows, be sure to activate the debug runtime. Compare and contrast.)