No, the main issue is a fundamentally different rendering pipeline (tile based deferred rendering) that makes "Vulkan support" a conceptually difficult square peg in a round hole problem, since everything is made for immediate rendering, like all the other mainstream GPUs use.
The entire reason vulkan didn't ship with dynamic rendering and instead had its entire renderpass system is because it was to support tile based rendering.
Loads of GPUs with Vulkan support use TBDR. The Adreno GPU in the Steam Frame's SnapDragon SoC, for one.
There is also a Vulkan driver for the M1/M2 GPU already, used in Asahi Linux. There's nothing special about Apple's GPU that makes writing a Vulkan driver for it especially hard. Apple chooses to provide a Metal driver only for its own reasons, but they're not really technical.