> carry on to Vulkan/WGPU with background story that there is also DX12 and Metal that follow similar principles
Except that's a minefield all of its own. DirectX 12 is its own special beast that is unlike the others. Vulkan is already mired in 3 revisions of architecture changes. WGPU is based on the (outdated) first cut of Vulkan, not the current model. Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
Tbf, it all depends on how deep you look into the fractal ;) The main differences between the modern APIs are in resource binding is done, but many other concept overlap quite well between Vulkan, D3D12 and Metal (especially in more recent Vulkan revisions).
> Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
...unless you start with Metal 4, which is bringing in a lot of Vulkan/D3D12 concepts (for better or worse, it's definitely not great for 'convenience' but may help with porting Vulkan or D3D12 code over).