Modern Vulkan code doesn't even use bind groups anymore. For buffers you just push the device address as a push constant and for textures you push the index of a single large texture array
IIRC AMDs hardware had already adopted a fully bindless model by the time they were developing Mantle, so probably not. Vulkan 1.0 had to go backwards in terms of complexity to accommodate a wider range of hardware, with mobile causing the most pain.