I know it's hard to believe in these days, but when Apple adopted OpenGL back in MacOS 9, they actually were up-to-date, and they managed to include new versions in a timely fashion in the early days of Mac OS X, with often just a few months between the new OpenGL specifications and their implementation. They began to fall behind around the release of Leopard, when the gap between updates of the specifications and the implementation in OS X began to grow.
And there in fact was a (very brief) window in time when Apple adopted multithreaded OpenGL and a bunch of games actually performed faster under OS X than under Windows.
Because it's their business model. If they wouldn't adapt, they would perish. But if you look at first-party conversions, you will notice that Mac support has quite dwindled. While in the OpenGL days it was relatively easy and feasible for developers like Flying Wild Hog (Shadow Warrior) or 4A Games (Metro series) to support OS X, they all dropped the Mac like a hot potato when Apple went proprietary. Frontier Development (Elite Dangerous) also explicitly mentioned Metal as reason for ending Mac support.
IIRC OpenGL 1.0 for Mac was introduced somewhere in 1998/9 as an add-on for Mac OS 8.1 (7.5.3 and higher..?) during the same time when Steve claimed "at Apple, we love gaming".
At the time even the most powerful Mac (Power Mac G3 Blue and white) had poor graphics power (ATi Rage.. whatever) and the just-introduced iMac had even worse... (even though many game titles were introduced for Mac OS, the iMac back in those days could hardly run them at all).
During an Apple event, when a Mac OS X preview was demoed, John Carmack of Id Software tried to show-off Quake III running on this early beta of Mac OS X, of course, using OpenGL. The fact that this had stage-time gave the impression Apple was "serious" about gaming and that development and support of OpenGL in Mac OS X was a given.
One slight problem was.... Quake III wouldn't load during the live on-stage demo....
A few years on, Mac OS X became the standard but OpenGL support was already fading. OpenGL itself was getting updated frequently and on Windows (and Linux) the newer versions were made available fast.
On Mac OS X...? not so.
Added to that, all Macs shipped with below-par graphics cards. Even the most expensive Power Macs had mediocre graphics cards installed, and only thanks to after market expensive upgrades could you install a pretty good card.
Apple got to supporting OpenGL till version 4.1 (released back in July 2010!!) when the Windows version got all the way to version 4.6 (July 2017).
Why Apple never supported a newer version of OpenGL is beyond me.... that by itself, to me, states that Apple never, never was or is "serious" about gaming.
Actions speak louder than words.
Then, Metal on macOS... the fact that Metal from iOS came to macOS is logical. Many iOS developers could start developing for macOS easier, and with the introduction of Project Catalyst this will get more iOS games onto macOS.
But by the elimination of Vulkan (why is it not possible to add this to Metal on macOS?) Apple is rather pushing game developers. Either port your iOS game to macOS, re-write OpenGL to Metal or leave macOS.
The developers of X-Plane (the only "game" ahum.. "sim") which I play a-lot are luckily implementing Metal support gradually on X-Plane 11 (and full Metal support on X-Plane 12) but Vulkan gets most priority, while many X-Plane "simmers" are running on macOS. It tells me that forcing Metal on macOS, and not adding support for Vulkan is a PITA for these developers.
TL;DR:
Apple never "serious" about gaming, why?
• Below-par graphics hardware on Macs
• Always Lagging and out-dated support for OpenGL
• Metal iOS -> macOS. Shows focus on iOS.
• No Vulkan -> forcing Metal on macOS-developers -> many leave macOS platform