Huh? Wayland is a surface compositing protocol. It's like DWM/DXGI, not like DX12; like EGL (sorta), not Vulkan; and like Core Animation and the private windowing API in Core Graphics, not like Metal. Different layer of the stack entirely.
I think the above comment refers to common Wayland compositor design using implicit synchronization that's aligned with ideas of OpenGL / EGL. It doesn't have to be an inherent part of Wayland world, but it de-facto became one. Explicit synchronization being an idea from Vulkan / WSI requires a lot effort to be plumbed through all layers.