Here, rather than be snarky i'll just outline why I say what I do and you can judge based on that instead.
Firstly, looking at the time frame of Steams development, Inception and eventual early success, specifically 2002 to around 2007 where the service had reached a point of having 13 million users and 150 games available for purchase.
During that timeframe the most commonly used OS was Windows XP, as Vista didn't hit shelves until late 2006/early 2007, and in that same timeframe OpenGL 1.4, 1.4, 2.0 and 2.1 released, at this point in time OpenGL was generally ahead of DirectX in featureset and performance, and was (and still is) Valve's preffered graphics pipeline.
With the release of Vista, Microsoft made a concerted effort to negatively impact the popularity of OpenGL by crippling support and changing the graphics driver infrastructure, in combination with developing Aero Glass in a way that prevented OpenGL applications from working correctly in windowed mode, as well as some other sneaky implamentations here and there, with the direct aim of pushing OpenGL out and forcing DirectX in. This largely resulted in them only allowing OpenGL 1.4 applications to support certain operating modes, anything newer would not work (a demonstration of willingness to taint the pool), Microsoft of course had been trying to kill off OpenGL for a long time up to that point, but it was the first time they had been blatent in their attempts, previously in 2002 when Microsoft had acquired a portion of SGI they had used that acquisition to claim that they had patent rights for the ARB_vertex_program extension, thus they tried to levy licensing from anyone utilizing it, this was also clearly an attempt to cripple or kill OpenGL.
Now we need to keep in mind here that OpenGL is an open-platform pipeline, where as DirectX is exclusive to the Microsoft ecosystem, so killing off OpenGL would have placed a monopoly on graphics pipelines and game support on to Microsoft Windows based systems, and best-case moving OpenGL support for systems such as Linux to non-free repositories where a license had to be agreed upon, or worst case (and more probable), revocation of OpenGL's use entirely.
But the primary point here is that valve largely relied upon OpenGL in the opening years of Steam, and even today, long after DirectX eventually pushed ahead with DX11, OpenGL still holds it's own against DX12, and it still the preffered pipeline for Valve.
But WHY did OpenGL lag behind exactly? was it because it wasn't as good? not at all, Khronos group, the company behind OpenGL announced in 2014 the development of the Vulkan API, one year after AMD began work on Mantle, realizing that a full rewrite and new approach was needed, given that both OpenGL and DirectX (all the way up to 11) were designed primarilly for single core, single GPU systems and only had patched in supplimental support for multi-core/multi-gpu systems, thus did not take good advantage of more modern hardware, so while development of OpenGL was still in progress, there was a shift in focus from adding entirely new features to simply adding comparative features to maintain synchronicity with game development in terms of the released game.
But the stupid thing is, that even today, OpenGL outperforms DirectX (all the way up to DX11) because it's a much more efficient, lower level pipeline in comparison, it's only DirectX12's rework to approach modern hardware directly that gives it the edge, and edge both Mantle and Vulkan have sidestepped in being even better performers, if you take one of valves games for example, Left 4 Dead 2, it runs better on linux via openGL than it does in windows on DirectX, significantly so.
Ultimately though, valves heavy dependance on OpenGL during the early days of steam demonstrate that it's success was largely down to their own work and little to do with Microsoft, pointing to the latest versions of DirectX having more features than the latest OpenGL as reasoning for why Valve was successful 15 years ago doesn't make sense, and while the majority of valves early games supported DirectX too, just like with current desktop and mobile hardware, having support for something doesn't mean that it's success should be attributed to the pipeline it supports, especially not if that's both not the only pipeline nor the preffered pipeline of the developers at the time, heck in Half Life, one of the cornerstones of modern PC gaming, you can't even select DirectX, it's software or opengl only!
I could get into all the various revisions of DirectX and how many of the changes/features broke older applications built for earlier revisions, or how some of the feature additions were put in place specifically to take advantage of certain modes and support in the OS while preventing other pipelines from doing the same, or how over the years, Microsoft have actively engaged in sniping OpenGL API developers to take them off the project and put them on DirectX, but none of that would do anything but further underline what i've already said.