It's not going to be out for quite a while, and no one is yet sure whether it will be compatible with older GPUs (feature levels) or older OS's (worse case is Win9+)... so I would definitely recommend learning D3D11 in the meantime
D3D9 -> D3D11 jump will be similar to the D3D12 jump, so this will still be a helpful learning exercise for you.
In D3D9, you have a lot of render-states, set with SetRenderState / SetSamplerState / etc... In D3D11, these have been replaced with a much smaller set of immutable state objects.
D3D12 will likely go further in the same direction, with an even smaller again set of immutable state objects.
D3D11 is also multi-thread friendly in design (so you can get used to using an 'immediate' and 'deferred' contexts now), whereas D3D9 only provides a single thread/context.
D3D12 will be the same, except will perform much better (D3D11 deferred context do not actually provide good performance increases in practice).
The way that you bind resources to shaders will be completely different in D3D12 than in earlier D3D versions... The closest publicly available API at the moment is GL with all the "bindless" extensions...
However, the new D3D12 model of binding resources is more flexible than the current one, which means it's possible to implement D3D9/11 style resource-binding in this new API -- you just have options to do it other ways as well