Ok yeah that's technically true, but there's always going to be a balance point. You can't expect graphics programmers to write a separate renderer for each possible hardware target. That kind of works in the console space, but in the PC space you have to account for a wide variety of hardware.
There's always going to be a balance point, and Vulkan's priority is much more about getting as low-level as possible within the constraints than it is about being approachable for developers.