Also one that exposes graphics card mechanics so that higher-level tools can use them more intelligently for optimization purposes.
A good analogy is the RISC transition - implementations were made easier and faster, but as a tradeoff assembly was made much more difficult to program in. The idea being that only a small group of tool-makers with specialized knowledge of the underlying mechanics (in that case compiler developers, in this case engine developers) would ever have to deal with them.
Vulkan isn't a complete replacement for OpenGL; it's a GPU API aimed to be built upon.