OGL still needs to get rid of the legacy fixed unit pipeline and standardizes the interfaces for more advanced functionality (like OGL ES 2 and DX10).
If you request an OpenGL context from your OS and ask for a core profile context, you'll get a context that's almost identical to ES2. It's shader based and all of the legacy fixed stuff is entirely gone.
OGL still needs to get rid of the legacy fixed unit pipeline and standardizes the interfaces for more advanced functionality (like OGL ES 2 and DX10).