You're right, a lot of people have no idea what they need, and that SVG isn't special in its bloat. It's just overwhelming to deal with. But I really want nice pretty vector graphics for my little ARMs and stuff, and now the 32 bit ones have enough ooomph to do it. I just got sick of interfaces that look like they were crafted in the mid 1990s. LVGL seems to find its way around that, even with raster graphics, but I couldn't make heads or tails of its rendering process. I wasn't really going to do a whole vector engine, aside from loading and rendering a reasonable SVG subset which I already had finished, but not one with an exposed API you could draw with. The reason I did is I could not find efficient algorithms for doing anti-aliased draws with alpha-blending. The anti-aliasing would cause pixels to be drawn in the same place twice, which fouls alpha-blending. With vector graphics you get the mess basically as a series of polygons except all the lines are actually bezier curves. When you go to render, the way it's done, the issue above isn't an issue. But it's sort of an all or nothing deal because the latter works nothing like the former at all.
Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix