Is there any technical reasons to limit the maximum number of memory allocations?
Check out vkAllocateMemory manual page. It says:
The maximum number of valid memory allocations that can exist simultaneously within a VkDevice may be restricted by implementation- or platform-dependent limits. If a call to vkAllocateMemory would cause the total number of allocations to exceed these limits, such a call will fail and must return VK_ERROR_TOO_MANY_OBJECTS.
OpenGL doesn't limit allocations, DirectX 11/12 neither. So why should Vulkan do so?