WebGPU 1.0 is a lowest common denominator product. As 'FL33TW00D points out, matrix multiplication performance is much lower than you'd hope from native. However, it is possible to run machine learning workloads, and getting that performance back is merely an engineering challenge. A few extensions are needed, in particular cooperative matrix multiply (also known as tensor cores, WMMA, or simd_matrix). That in turn depends on subgroups, which have some complex portability concerns[1].
Bindless is another thing everybody wants. The wgpu team is working on a native extension[2], which will inform web standardization as well. I am confident this will happen.
The future looks bright. If you are learning GPU, I now highly recommend WebGPU, as it lets you learn modern techniques (including compute), and those skills will transfer to native APIs including Vulkan, Metal, and D3D12.
Disclosure: I work at Google and have been involved in WebGPU development, but on a different team and as one who has been quite critical of aspects of WebGPU.
(*): If you're writing a serious, high quality textbook on compute with WebGPU, then I will collaborate on a chapter on prefix sums / scan.
[1]: https://github.com/gpuweb/gpuweb/issues/3950
[2]: https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...*