All of this is an amusing, but somewhat biased viewpoint.
DirectX has been changing constantly with every release. Not only do new features get added but they've changed how things worked and removed old stuff. I've had endless problems trying to get old games to run on versions of DirectX later than the one they were designed for. And this still doesn't address the issues of getting the best performance out of the hardware - Windows game designers often have to write special code to work with different graphics and sound hardware because of 'special' features, just as hardware drivers have been known to add in workarounds for some games' broken behaviour...
So realistically this isn't actually dissimilar from the 'chaos' you describe in Linux. Sound and video 'just works' on Windows or OS X is just a myth. I've seen far too many Windows developers harp on about how difficult it must be to program for different kernel versions, sound drivers, etc and gloss over huge swags of 'custom' code. OpenGL makes this look like a piece of nice, stable cake by comparison.
And then you've got the fact that Microsoft has been shown to be redoing its APIs just so that it can get a development lead for its own products at the cost of its competitors. I'd rather deal with the Linux developer community, arguments and stormings-off and outright refusals and all, than be told outright "we've just redesigned the fundamental API that your product uses, and we're releasing a product that competes with yours that uses that API, and its coming out at the same time that you're getting the API specs."