I think I'll stick to my first-hand industry experience over hype, typical HN armchair blogpost-reader dogma, generalizations and hearsay.
Nothing lucky about write-once-run-everywhere, I literally did it and it works solidly. I also work with NDA'd APIs, wrote and profiled a production GL/Gnm/D3D12.x renderer for a client's custom engine on my own and know the tradeoffs very well.
So yeah, OpenGL (or even Vulkan) is perfectly okay for Windows + Linux + macOS + Nintendo Switch + Nintendo Switch 2 (yeah, surprise, turns out some of the most popular consoles ever are officially conformant to run and endorse Khronos APIs) in 2026.
You do need Direct3D 12.x for GDKX and so on, so that's why it gets implemented by engines, even if they don't tell you why. :)
[1] https://khronos.org/conformance/adopters/conformant-products...
[2] https://khronos.org/conformance/adopters/conformant-products...