Shipping Vulkan in production on Linux is a challenge. Chrome was dealing with it for a while. Recently, with Zed ported to Vulkan, we saw the variety of half-broken platforms and user configurations.
I'd recommend Blended to not close the door on OpenGL and instead keeping it as a compatibility fallback.
Another option might be to write a D3D render backend for Blender and run that on top of DXVK on Linux (which is probably the most robust and most tested 3D rendering path on Linux thanks to Proton - with the assumption that DXVK contains tons of workarounds for various Vulkan driver problems that had been encountered in the wild by Proton).
I'd recommend Blended to not close the door on OpenGL and instead keeping it as a compatibility fallback.