Perhaps with drivers written in the 90s for hardware from the 90s. Any OpenGL implementation worth its salt will buffer those requests on the client side until they need to be observed. Indeed this was a big feature in the heyday of DirectX 9 where D3D programmers had to count the drawcalls whereas with OpenGL you have way more leeway with calls since the driver tends to be smarter and caches that stuff.
In theory with a modern driver using OpenGL's immediate mode API shouldn't need any more syscalls than building the vertex buffers in your program, setting up the necessary state and issuing a buffer draw command.
The only time where you'd need a syscall per emitted vertex would be if the GPU had OpenGL-like commands and your OpenGL implementation was a thin wrapper over that. I think one of ATI's very early GPUs worked like that (although the commands were per primitive, not per vertex).