Yeah, around 500 boilerplate lines of code to draw a triangle on Vulkan, plus having to going hunting for features that every graphics application requires and all other APIs provide on their SDKs.
With Khronos APIs, every newbie graphics developer learns to build their engine from day one.
But for bug reports, debugging and fixing bugs in the shader compiler, validation layers, etc they are pretty responsive to issue reports and pull requests.
If you want to improve quality - anyone can contribute and improve, instead of like Apple trying to sabotage and derail.