If there is a native Vulkan backend there is little reason for an API emulation layer with an identical before-and-after to not just forward the calls on as much as possible - especially with an API which makes its state a lot more explicit and keeps less internal state.
With that said, as a game dev, Vulkan - along with DirectX and OpenGL - are second-class citizens already. The large bulk of gamedev is concerned with content, gameplay systems, and UI, with graphics being on the long tail of things that can make a title look truly unique and great, but the prevalence of Unity and Unreal make the actual rendering pipeline a thing of secondary - hugely important, but not primary - concern to most titles.
With that said, as a game dev, Vulkan - along with DirectX and OpenGL - are second-class citizens already. The large bulk of gamedev is concerned with content, gameplay systems, and UI, with graphics being on the long tail of things that can make a title look truly unique and great, but the prevalence of Unity and Unreal make the actual rendering pipeline a thing of secondary - hugely important, but not primary - concern to most titles.