VR is going to continue to have one major problem for quite a while - opportunity cost for developers/publishers. This is an especially big issue nowadays as devs/pubs push more towards expensive live service projects and whatnot trying to find that 'big hit' money. Simply making reasonable returns on good games doesn't cut it anymore. VR will never be able to provide that in the AAA space, so all that money and effort and attention will continue to be put into flat games.Not everything is aimed at everybody. VR isn't for you, but it is a lot of fun for a lot of people. It definitely feels like it's not had its breakthrough moment yet. If it first you don't succeed you give up, we would still be living in caves!
The best we can hope for is more 'VR modes' in AAA games. We've seen this can work well if a bit of work is put into it(and ideally if it's considered ahead of time and not just shoehorned in later on), but pure AAA VR-only games seem off the table generally. Valve, Oculus/Meta and Sony are the only ones really in a position to make these sort of games and there's reasons to believe all three of them aren't likely to produce that much in this area. So VR users are going to have to continue to rely a lot on indie games to fill out their libraries, and even they will have to consider the opportunity costs more themselves. It's all going to lead to limited appeal, which just creates that same old chicken and egg problem.
Personally, as a sim racer, I could never buy any other VR games again and still feel extremely happy with VR just for my racing. Combined with a half decent wheel setup, I think it's the most fulfilling and ideal use case for VR out there(along with flight/space sims), but unfortunately this isn't a big enough market to keep VR afloat on its own.