c++ – Direct State Access (DSA) is Failing, but pre 4.3 OpenGL works

I currently have an OpenGL project in which I am using GLFW for the window and context creation, and GLAD for loading OpenGL functions. The GLAD version I am using is OpenGL 4.6, compatibility profile, with all extensions (including ARB_direct_state_access).

My current graphics card settings are

OpenGL Version: 4.6.0 NVIDIA 457.09
GLSL Version: 4.60 NVIDIA
Renderer: GeForce GTX 970/PCIe/SSE2
Vendor: NVIDIA Corporation

When I run the following non-DSA code, it works fine.

// Create vertex array object and bind it
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);

// Create an index buffer object and use the data in the indices vector
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicies.size()*sizeof(GLint), indicies.data(), GL_STATIC_DRAW);

// Create a array buffer object and use the positional data which has x,y,z components
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, positions.size()*sizeof(GLfloat), positions.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);

However when I try to translate this code to a DSA format and run it, the program opens a window and then terminates without and useful debug information.

GLuint vao;
glGenVertexArrays(1, &vao);

GLuint vbo;
glCreateBuffers(1, &vbo);
glNamedBufferStorage(vbo, positions.size()*sizeof(GLfloat), positions.data(), GL_DYNAMIC_STORAGE_BIT);
glVertexArrayVertexBuffer(vao, 0, vbo, 0, 0);
glEnableVertexArrayAttrib(vao, 0);
glVertexArrayAttribFormat(vao, 0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vao, 0, 0);

GLuint ibo;
glCreateBuffers(1, &ibo);
glNamedBufferStorage(ibo, sizeof(GLint)*indicies.size(), indicies.data(), GL_DYNAMIC_STORAGE_BIT);
glVertexArrayElementBuffer(vao, ibo);

In both cases I bind the Vertex Array Object before drawing like so

glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indicies.size(), GL_UNSIGNED_INT, 0);

Why is my DSA like code not working?