You probably saw me staring at this thread last night, huh. I was trying to figure out a response for half an hour before I realised your post was just a hostile wishlist and that I didn't actually owe you a response, in the same way that so many of the ideas in the Suggestions thread never get followed up on. Your most recent post seems to be encouraging me, though (I think it was the word "now" being used that really ticked me off), and I'm bored out of my mind waiting for removal trucks to get going - so here goes.
The answer - for any potential new feature intended to only be a part of the main game's current* OpenGL implementation - is and always will be no. Software is the intended use case for the game, conveying the desired 1990's PC gaming look and feel. It's what happens when you play the binaries we provide without any changed settings, it's the one we design all the levels for, it's the one we take all the screenshots in and gifs and maybe videos if we get around to it. Software is the game as it's meant to be played, and we would never as a group encourage anything else.
This is why slopes only became "real" (ie - advertised as a feature we're using for the next major update and which modders can use whilst they wait) when Red made a Software implementation of them, despite SRB2CB (and SSNTails' Final Demo era slope test) existing long beforehand, and polyobjects didn't get flats for that long. Meanwhile, there are several new rendering features in 2.2 which either behave weirdly or plain don't work in OpenGL (horizon line, anchored Smiles-tails sprite sorting to be behind shields), yet they're considered ready for primetime.
But you're not just requesting a feature to make OpenGL better - you're suggesting a mechanism to make it mandatory which could be invoked whenever. That's awful, and opens up so many terrible cans of worms that cannot and will not be considered worth the effort to give even a tenth of an ounce of a shit about. And for what - you've made Brak a little larger than he is in 2.0's ERZ3 without using the dedicated mode. Why? What benefit does that serve? The lighting on the model is shoddy, so it just looks like it's up close but on the wrong layer. The blockmap doesn't handle collisions with super-large objects properly, so it's just a phantom. If you can't collide with it, why not put it in the skybox? Hell, maybe you could construct it out of multiple objects and manipulate them Treasure-style. There's a lot you can do to the engine without access to this rabbit hole.
Next time, use the Suggestions thread.
*If a talented rendering programmer comes along with a replacement which has 98% feature parity with Software, including palette shaders and Sonic's feet never getting cut off by floors, then we'll talk.