The unfortunate reality is that wgpu does not have enough funding. Extremely valuable features like bindless, multi queue, and mesh shaders/raytracing are missing. CPU-overhead is fairly high. Things like debugging support are not great. Having to abstract over all of Vulkan/DX12/Metal brings difficulties.
I love wgpu, and don't begrudge the volunteer devs (they've done a lot of amazing work already), but I'm also frequently frustrated by its limitations.