That's unfortunate, I was hoping for more of a clean sheet approach.
Why is it unfortunate? DX11 multithreading did work, but it was flawed because it wasn't thread safe and driver threads could collide with game threads if things weren't properly managed..
DX12 removes that limitation, and makes the overall process much more efficient. This was probably the only way they could implement an advanced multithreading technique, that works across ALL architectures because it relies primarily on the GPU driver, and not the API for thread management.
If I remember correctly, Mantle is completely different and has no driver thread(s) at all..