A games rendering capability isn't defined by it's interface..
PS2 never used DX at all and yet could emulate many DX supported effects using other means..
Porting a game from Dx10 hardware to OpenGL ES hardware is only as hard as looking at the visual/rendering effects being used and trying to figure out how you could do the same thing either as fast or as close to that speed as possible..
Make sense?
I hear what your saying, but making a game for the PC were say the integer instruction set was vital to a majority of the games shaders, or a very large part of the games geometry was calculated in geometry shaders would not be easy to port to a console. You may be able to work around it (with speed and detail sacrafices) but it would require a lot of work, perhaps almost a complete remake of the engine. It makes more sense for PC devs to keep those DX10 features away from the core of the engine were they can easily be stripped out for a console without a huge amount of rework being required.
But as a result, the PC version would suffer.