(Ok, since you brought this up, maybe you'll realize your mistake if I try one more time by leading from your own example).
A "natural technical limitation" is something like no support for DX11 because your hardware dont support Tessellation up to factor 64.
That is EXACTLY what CUDA and Mantle (if Mantle really is a close-to-the-metal API*) are!
In your example, you can't support DX11 Tess up to 64 because maybe your hardware doesn't have Tess units. Your hardware physically has zero Tess units, therefore it can never support DX11 Tess. Correct.
In CUDA and Mantle (again, if it is truly a close-to-the-metal API), the same logic applies. Because CUDA and Mantle will keep making calls to X, Y, or Z hardware units (whatever hardware units they are expecting to be present) and only NV arch (for CUDA) or GCN (for Mantle) will have those hardware units. It is
exactly like how your hardware can't support DX11 because of the lack of Tessellation fixed-function hardware.
Do you realize your earlier mistake now, in calling CUDA and Mantle artificially locked down? Or will you prove that you are just trolling here?
Different topic, footnote:
*On whether Mantle truly is a close-to-the-metal API: I am getting mixed signals from AMD, or the press is misreporting. If Mantle is truly a close-to-the-metal API, then it cannot be "open" or cross-ISA/arch, because being locked to the specific arch is inherent to bare metal coding. Even now (decades since they arrived), we don't have assemblers that produce one type of machine code that can be run on any ISA like x86, ARM flavor, PowerPC, etc. It is simply impossible, because that machine code has to have a 1-1 target on the hardware side, and that is defined by the specific arch. But now there is talk and "confirmation" of Mantle being open or some such silliness.
You can't have it both ways. Either you are truly a close-to-the-metal API (therefore locked down to your target hardware arch), or you are still an abstraction layer (therefore can be "open" and used by other competing hardware archs). It can only be one or the other. If the press reports of being "open" are true, then this definitely isn't close-to-the-metal as we understand it, and simply another abstraction layer that supposedly has lower overhead than DX (i.e., far less useful and slower than if it were truly close-to-the-metal as initially thought). If it's just another abstraction layer that is abstracted high enough to accommodate multiple archs instead of just GCN, then it is a waste of time as the performance benefit is probably miniscule and not worth it.
I guess we'll only find out if they release more data or when the BF4 Mantle-powered version arrives, whichever happens first.