It kind of has, if Khronos never provides anything better, as it has been proven before, hardly anyone will step up to improve it, until the standard starts being put aside in preference to proprietary middleware or competing APIs.
There is nothing wrong per se with SPIR-V to provide anything much better. What you said has indeed nothing to do with the intermediate language itself.
It's relevant to what you choose to use as the standard. A language can be fine on its own terms, but also you should only install it with a layer on top and not by itself.
Yeah, around 500 boilerplate lines of code to draw a triangle on Vulkan, plus having to going hunting for features that every graphics application requires and all other APIs provide on their SDKs.
With Khronos APIs, every newbie graphics developer learns to build their engine from day one.
But for bug reports, debugging and fixing bugs in the shader compiler, validation layers, etc they are pretty responsive to issue reports and pull requests.
As they have learned the hard way with OpenCL, most devs like to be pampered with modern toiling.
Heck, it is thanks to Microsoft that we have glTF 2.0, and NVidia for any kind of usable C++ Vulkan bindings.