Meanwhile, writing an OpenGL-on-Vulkan layer has been a plan for deprecating/simplifying driver support for OpenGL for quite a while now. Might as well focus efforts on that.
It's kind of like how Mesa's existing OpenGL drivers all switched to Gallium3D, which splits the Graphics driver into an agnostic front-end and a device-specific backend. Allows for a lot of re-use and optimization. I heard they're wanting to do something the same with their Vulkan drivers for the future as well.
OpenGL on a modern API is another issue though because OpenGL is highly dynamic and really isn't a great match for translating to Vulkan, Metal or D3D12 (e.g. changing OpenGL state may involve throwing away and creating underlying Vk, Metal or D3D state objects on the fly, which is expensive).
Modern 3D APIs have moved all expensive operations into the creation of immutable state-group objects, while OpenGL is the opposite (every single state can be changed at any time).
E.g. mapping any modern 3D API to any other modern 3D API is mostly fine since the expensive operations happen outside the hot path, but mapping OpenGL to any modern 3D API is problematic.