A kludge to work around lack of tooling for the past decade, and when doing that, no need to WASM anyway.
Even if we consider GL ES 3.0, native comes out winning, due to missing features on WebGL 2.0.
Not only has Android the GPU debugger from Google, that beats anything available for Web, each mobile GPU vendor has their own set of graphical debuggers.
According to here GLES3.2 support on Android is currently sitting at 80%, while with GLES3.0 you would reach about 95%, and with GLES2 100%.
https://developer.android.com/about/dashboards#OpenGL
If I would try to ship a native app on Android I would still at least try to only use GLES3.0 features to get that extra 15%.
You enthusiastic charactization of Android debugging tools isn't exactly how I would describe the situation ;)