While I agree in part... look at the transitions between, for example, DirectX versions. Especially the last switch from 11 to newer API's. One MAJOR complaint everyone has is how DX12 games would run shittier than their DX11 counterparts... that's the effect of not cutting ties. Those DX12 versions of games were literally lipsticked pigs.
Now consider Vulkan, that does not have such legacy, or a native DX12 developed game.
Its extremely true in software development that a clean slate opens up new ways to work, while having to deal with legacy alongside the new is going to slow everything down: your development speed, your ability to match featuresets between APIs (in this example) or the actual products, improvements in complexity and size, etc. You're literally just working around your old crap all the time.
I do configuration for insurance products and let me tell you, even there, legacy is responsible for I think 85% of our problems and its holding back new developments every day, for years now