Disagree. Trying to express all of graphics and rendering through the lens of OpenGL will of course fail and doing 3D rendering itself via raytracing is simply not possible in rasterization focused OpenGL without dirty workarounds. That is obvious.
A fundamental shift in thinking that got me into high performance graphics programming and parallelized image processing, the "Aha" Moment, is being forced to express how to calculate the final pixel independently, without having access to neighboring pixels of the same output buffer, confined to the straight jacket of the fragment shader. OpenGL with it's combination of hand-holding and relative simplicity as compared to Vulkan and limits of a predefined shader pipeline as compared to a pure software implementation is exactly the thing that I needed to get into graphics programming. It's an excellent jump in point I think.
The way I’m interpreting their post is, you could far more easily teach things like introductory projective geometry without a GPU.