Haven't tried it, but I think the biggest issue with these style of omni-directional treadmills (aside from the obvious business/market issues) is that you're not walking with a natural gate and you're not experiencing the expected sensation of acceleration of locomotion, so you're not going to completely fool your brain's motor functions, nor your inner-ear.
Aside from all that you've got the issue that for these things to work well you're going to need content built for it, and with all VR content right now you have movement systems that are built around having a static, moderately-sized play space that your head+hands can freely translate within, and then the locomotion system complements that by allowing that volume to move through the level (in most cases through some sort of teleport mechanic). This results in the majority of content being designed to exploit intuitive, precise, 1:1 short range interactions - leaning over to pick something up, taking a quick sidestep while reaching to pluck something out of the air, etc. With this sort of device you're taking all of that away in order to map foot sliding to a w/a/s/d-style movement scheme. I think these devices are a testament to the fact that they began development during that 2012-2013 stage of VR long before the word "roomscale" existed, or before any significant R&D had been put into motion controller VR content.