Isn't that what the Zink, ANGLE, or GLOVE projects meant to provide? Allow you to program in OpenGL, which is then automatically translated to Vulkan for you.
Those are mostly designed for back porting and not new projects. OpenGL is dead for new projects.
I don't see the point of those when I can just directly use OpenGL. Any translation layer typically comes with limitations or issues. Also, I'm not that glued to OpenGL, I do think it's a terrible API, but there just isn't anything better yet. I wanted Vulkan to be something better, but I'm not going to use an API with entirely pointless complexity with zero performance benefits for my use cases.