Ok, perhaps you'll be more comfortable with me changing my statement to "The reality is that whichever way you look at it, VR is and probably will be a niche for a very, very long time"?
Except that's not the reality, just your opinion.
Adoption of VR in general is not expected to be linear as headsets get cheaper and new features and tech become available to consumers (e.g. wireless headsets, dual-screen-per-eye implementation for "retina" resolution, eye-tracking, etc.).
It's expected to become exponential, like you saw with e.g. LCD TVs and smartphones.
What does 'built around' VR mean? What would you do for a console built around VR that you may not do for a normal console?
From the top of my head:
Integrating a 60GHz 802.11ad transmitter using a PCIe connection to guarantee a low-latency and high-bandwidth connection to a wireless headset. (Let's face it: why else would a gaming console ever need a 60GHz transmitter?)
Embedding infrared emitters or cameras or TOF sensors into DualShock 5 to make them better suited for detection in the 3D space.
Hardware dedicated to foveated rendering, with direct integration of implementation into the software stack.
There's no way people are going hours on end playing with something strapped to their face.
I have optometrists telling me that cell phone usage has cause massive degradation in eye sight across all demographics and they recommend holding the phone close to arms length away to decrease the chance of myopia. And most will hold it pretty close to their face causing myopia.
So having a cell screen literally inches from your eyes playing hours on end.
That's not how this works.
Myopia is caused by continuous focus to a short range. It isn't dependent on how far the light source is from the eye. On VR you're not focusing on the distance between the screen and the eye, you're focusing on the virtual position of the virtual object.
VR is as likely to cause myopia as you going on a stroll outdoors, unless you keep focusing on close virtual objects.
In fact, transitioning from using monitors to VR/AR headsets is probably going to radically decrease myopia in the workplace. In VR you can create gigantic virtual screens 50 meters away from you.