I don't have exact numbers, but the difference between drawing to a 2d canvas and a Webgl canvas is also significant.
Different use cases, obviously, but if a project needs very fast 2D drawing, it can be worth the additional work to make it happen in a Webgl context.
I concur, also with no benchmarks to share, but I had the experience of rewriting a video editor timeline to use WebGL instead of the 2D canvas I started with and it got much faster. Like being able to draw 10k+ rectangles at 60fps became easy, where with 2D canvas it was stumbling.