Making games with OGL or DX is night and day different than making them with Unity. There's all sorts of stuff that Unity does for you that you take for granted.
OGL and DX, by themselves are more like graphics drivers. They really don't do much of anything other than draw triangles on the screen. So, you have to take the ability to draw triangles on the screen and turn that into Unity. There's a bit of a gap there.
Are there OGL and DX tutorials? Yes. Is there an OGL or DX tutorial on how to build World of Warcraft? Um. No. WoW probably took a team of over 100 people many years to build.
I'm kind of working on some tutorial stuff for OGL now. I had been working on DX tutorials. Before that I was working on XNA tutorials which is a good place to build up to working in DX or even OGL. I could point out some other good XNA tutorials as well, but you asked about OGL and DX.
My DX "tutorial" never got fully completed. After my experience writing XNA tutorials, I decided it was far too time consuming to write step by step tutorials. What I actually want when I'm learning about something is working sample code that I can read through line by line anyway. So, I decided to do working example projects instead of step by step tutorials. It's far more productive to write examples rather than tutorials. Writing step by step tutorials takes 100 times as long and by just writing code examples, I can share 100 times as much knowledge. I'm usually around on the forums almost always, if you have a question about my code.
But OGL and DX are something that take years to learn. You don't just jump in and start making games with them, especially DX11/12. Just drawing a triangle on the screen in OGL 4.5 or DX11 is quite an accomplishment (just did it for the first time by copying and pasting someone else's code in Vulkan and that's even worse). You have to back up and start from the beginning with DX and OGL.
People probably ask about engine making for several reasons including just curiosity. You're not going to build Unity by yourself. It's just not going to happen. The definition of an "engine" can vary widely. My example code is a very simple engine. But it doesn't do 1/1000th of what Unity does. All it really does is draw 3D models on the screen for rigid animation (I intended to add quite a bit more additional functionality and do tutorials on terrain and what-not, but never got there before now switching to OGL and trying to do it all over again in OGL). I mean, until you're up to this level, you're not ready to make even the most simple game in DX. But it takes quite a bit to get there. One of these days I hope to do a video tutorial where I go over all that code line by line and explain it. Although now, my goal is to rebuild my engine in OGL 4.5 and then maybe do a video tutorial explaining every line of that code. But I'm debating on whether to learn Vulkan and do the video after learning Vulkan.
There's nothing wrong with using Unity, but I prefer to do OGL because I want to know how things actually work at the lowest level. One of the problems I encountered trying to learn game programming is when you hit a "brick wall" where you have no idea how something works and neither does anyone else. And there's no way to figure it out because the answer could be anything in someone else's code. When it's all 100% your code there can never be a brick wall with no answers.
I also find that I just toy around in Unity rather than actually learning. It's just too easy to put together pieces you bought from the asset store rather than learning actual game programming in Unity. In OGL or DX, you don't have that problem. You have to learn to do anything.
Still, for most people Unity is probably going to be the better choice than DX or OGL, especially if they are brand new.