With Vulkan you write a pipeline, and eventually draw a triangle.
OpenGL "hello triangle" is short only if you cut corners. If you do it the way you'd do in a production app, you're not that far off from the lines of code it takes to do it in Vulkan. It's still less, but on the same order of magnitude.
You wouldn't use Vulkan to render a single triangle for the same reasons why you wouldn't use a helicopter to get a bottle of milk from your local shop.
If you don't need low level control, you should be using middleware or a full blown engine (Godot, Unity, Unreal, etc).
Debugging your first segfault will also make you cry, but it's good for you. It builds character, and prepares you for the more insidious segfaults that are lurking out in the tall grasses.
This kind of "hardcore requirements to render a single triangle" is what is needed if you wish to have AAA game titles with realistic graphics at 60fps as it gives developers the freedom to do anything they wish.
More freedom -> better graphics at higher performance but more difficult to draw a single triangle.
Less freedom -> easier for beginners to draw a triangle but that is irrelevant in practice because that is not what those APIs are for.
Recent version of OpenGL are more difficult. But compared to OpenGL, Vulkan is in an entirely different class of difficulty.
It's daunting for a beginner but for a seasoned graphics programmer it is fairly straightforward. But still really verbose.