If you've played with compute shaders (or any of the modern "general purpose" shader stuff, ie arbitrary loads & stores etc) you probably know that it's quite easy to crash drivers. Of course you do so generally by provoking some form of UB (although not always, their runtime/compilers are far from bug-free).
But WebGL can't have that, so I don't see how they could pull that off without adding a ton of runtime bound checks to shaders, like they do for index buffers right now but on the GPU side this time.
Not only would that be bad for performance, but I still would never trust this whole stack to run arbitrary code.