There are higher level graphics libraries on top of OpenGL, Vulkan, Metal, WebGL & DirectX, for example bgfx or sokol, but IIRC they still go C style for the same reason. Then there are language-specific libraries that will be idiomatic, like wgpu for Rust. Finally, you reach entire very opinionated game engines at various levels (Unity, UE, Godot, etc).
While not being based on C DirectX actually has a C API, even for D3D12. For example to call device->CreateRootSignature(...) from C you call ID3D12Device_CreateRootSignature(device, ...).
Before or after dealing with the dynamic loading of all required extensions, validation layers, memory allocator (which AMD had to create a more user friendly wrapper) and initialization boilerplater?
There are higher level graphics libraries on top of OpenGL, Vulkan, Metal, WebGL & DirectX, for example bgfx or sokol, but IIRC they still go C style for the same reason. Then there are language-specific libraries that will be idiomatic, like wgpu for Rust. Finally, you reach entire very opinionated game engines at various levels (Unity, UE, Godot, etc).