Yes, it probably should stop, but two more points are relevant.
First one is the evidence being that the worst damage was done to OpenGL after Microsoft's departure. I'm talking about 2.0 and Longs Peak here. That's relevant because they represent the previous two times that the ARB had tried, and failed, to redesign a modernized OpenGL.
Second one is the story of ARB_occlusion_query. The story is here but in summary: it's odd that QUERY_COUNTER_BITS_ARB was allowed to be 0, and it turns out that the reason why was so that Intel could advertise support for the extension but without actually having to really support it. That's a classic example of the kind of madness that infected OpenGL's evolution (and note that Microsoft weren't involved here either) and it's exactly the kind of thing we'd like to see avoided in Vulkan.
I remain cautiously optimistic; it's quite notable that there is a significant number of game developers on the board this time around, rather than just hardware technicians, so the resulting API will at least stand a better chance of being something that matches well with what the people who are going to be using it actually want.