I think many here confused themselves with what a high vs. low level API is.
When we say high-level 3D API, we usually refer to something similar to old Direct3D intermediate mode, the Java3D, the Ogre3D "engine" , Renderman, or even scene graph libraries such as SceneGraph.
However both OpenGL and Direct3D are low, and very low, level 3D APIs. Both abstract the graphics hardware functionality, but at different levels of abstraction.
OpenGL is more abstract than Direct3D, and this does not mean you get more control over the functionality, or that the other API is less or more capable. Usually less abstraction can lead to more headache and extra housekeeping work on the API user, such as in the case of Direct3D lost devices...and other window set-up code.
I agree here that OpenGL would benefit a lot if it had support to accelerated 2D functionalities, whatever provided by the hardware, like in Direct2D
Unfortunately OpenGL is giving up several features to its competitor, but it's still winning! It's the GOD of Computer Graphics!