WebGPU will be a great replacement for OpenGL, especially for cross-platform development on newer hardware. You don't have to contend with all the variant dialects of OpenGL (the ES variant, WebGL vs WebGL 2, missing features in Apple's version), or deal with Apple's announcement that they are dropping OpenGL. All OpenGL drivers are buggy, none of them fully support the standard. You can't write OpenGL code by reading the standard, you have to learn all the tips and tricks for avoiding features that don't work, and work around platform-specific bugs. WebGPU will have the same behaviour on all platforms, backed by a comprehensive test suite, written by the same people who are designing and implementing the standard. WebGPU will also run in web browsers, which will never be true for Vulkan. WebGPU will be faster, more powerful, and easier to use than OpenGL. It will displace Vulkan in cases where web and WASM support, portability, and ease of use, are more important than bleeding edge features.
OpenGL will continue to be relevant on older platforms that don't support Vulkan or WebGPU, and for running old OpenGL software. If you target WebGPU, your code won't run on most pre-2012 hardware, or on Raspberry PI 1-3 (although Raspberry Pi 4 will have WebGPU support). OpenGL emulators will still exist 20 years from now.
Vulkan is the best cross-platform API for native applications that take advantage of bleeding edge features in modern GPUs.