The problem is that people are reaching out to it, as means to avoid the Vulkan mess, when the real alternative is middleware engines.
Documentation will keep improving with time. There have already been a number of high-quality tutorials and references created over the past few years, for example:
https://webgpufundamentals.org/ for JavaScript/the web API
https://sotrh.github.io/learn-wgpu/ for Rust (web or native)
https://vulkan.gpuinfo.org/listextensions.php
Additionally, setting up the infrastructure, even with Vulkan 1.3, is a bit piece of code.
Is there even a good Middleware engine that can also target web? My impressions are that both Unity and Unreal expressed interest in WebGPU support, but what's publicly available is pretty barebones.
Also, I imagine the people working with WebGPU to begin with are either hobbyists, looking to learn and work in a professional role with WebGPU, or are in fact making that future Middleware (be it proprietary or open source).