At some point, we need to let legacy hardware go. Also, WebGL did just fine without pipelines, despite being mapped to Vulkan and DirectX code under the hood. Meaning WebGPU could have also worked without pipelines just fine as well. The backends can then map to whatever they want, using modern code paths for modern GPUs.
> Also, WebGL did just fine without pipelines, despite being mapped to Vulkan and DirectX code under the hood.
...at the cost of creating PSOs at random times which is an expensive operation :/
Quoting things I only heard about, because I don't do enough development in this area, but I recall reading that it impacted performance on pretty much every mobile chip (discounting Apple's because there you go through a completely different API and they got to design the hw together with API).
Among other things, that covers everything running on non-apple, non-nvidia ARM devices, including freshly bought.