WebGPU is kinda meh, a 2010s graphic programmers vision of a modern API. It follows Vulkan 1.0, and while Vulkan is finally getting rid of most of the mess like pipelines, WebGPU went all in. It's surprisingly cumbersome to bind stuff to shaders, and everything is static and has to be hashed&cached, which sucks for streaming/LOD systems. Nowadays you can easily pass arbitrary amounts of buffers and entire scene descriptions via GPU memory pointers to OpenGL, Vulkan, CUDA, etc. with BDA and change them dynamically each frame. But not in WebGPU which does not support BDA und is unlikely to support it anytime soon.
It's also disappointing that OpenGL 4.6, released in 2017, is a decade ahead of WebGPU.
WebGPU has the problem of needing to handle the lowest common denominator (so GLES 3 if not GLES 2 because of low end mobile), and also needing to deal with Apple's refusal to do anything with even a hint of Khronos (hence why no SPIR-V even though literally everything else including DirectX has adopted it)
Web graphics have never and will never be cutting edge, they can't as they have to sit on top of browsers that have to already have those features available to it. It can only ever build on top of something lower level. That's not inherently bad, not everything needs cutting edge, but "it's outdated" is also just inherently going to be always true.