This is the real killer feature of Vulkan/DX12, it makes writing generalized renderer so much easier because you don't need to batch draw calls per vertex layout of individual meshes. Personally I use Buffer Device Address for connecting Multidraw Indirect calls to mesh definitions to materials as well.

I just wish there was more literature about this, especially about perf implications. Also synchronization is very painful, which may be why this is hard to do on a driver level inside OpenGL