If you look at your GL/glew.h header, you will see that it contains lines similar to the following:
#define GLEW_GET_FUN(x) x
#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D)
#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements)
#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D)
#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D)
When you call glewInit, these __glew* variables are populated with pointers extracted from your OpenGL implementation.
In your case, you should set a breakpoint on the contents of such a pointer, so *__glewEnableVertexAttribArray.
For GLAD you will have to put a breakpoint on *glad_glEnableVertexAttribArray. Note the * in both cases: that tells your debugger to dereference the pointer and put the breakpoint at the correct location.