Running around in first person while sitting or standing in a room took some real getting used to. But cockpit games or mostly stationary (in a reasonably small volume) standing-perspective games were fine.
Brass Tactics is forgotten today, but it represents a way of playing games that was totally unique and might some day be rediscovered.
It did suffer from player base problems you were basically always against bots or very high level players, but I never felt a VR UX (or any UX almost) feel so good and intuitive. It's a bit sad I feel like there is some alternate reality where a game like this would have been huge but there just doesn't seem to be the market there anymore.
I think the VR space made an unforced error by focusing a bit too much on VR and not enough on just plain 3D. VR is cool and it has a lot of interesting applications. But I've enjoyed my time with SMG2 in a 3D window quite a bit. I've enjoyed Triangle Strategy on my Quest 3S, which is a tactics game played on a diorama. There are some other applications based on the idea like shared dungeon crawlers modeled on table-top layouts rather than first person perspective. There's a lot of games that need only minimal tweaking or fiddling that could add a bit more visual interest by being displayed in full, true 3D. The space of games that could be improved by just being playable in 3D is much larger than the space of games that can be improved by VR specifically, since the former is a superset of the latter.
Subconsciously it may feel like if you're developing for a "VR" headset, it ought to be "VR", but that's not the case. It's a well-known trap in gaming in general that when some new tech comes out there's a rush of things that feel obligated to "exploit" the tech so as not to be perceived as being behind the times, but it always becomes clear that is not necessarily. Most famously, the numerous Wii games that had to integrate "motion controls" and turned a nice, easy, concrete button press into a vague, nondeterministic "waggle" until just saying "motion controls" with a certain inflection has become a meme. There's no problem using the VR headset to enhance a game... or indeed any application... without it having to be "VR".
My Steam Frame was cheaper than this 57" curved "gaming" monitor: https://www.amazon.com/dp/B0CDQM55C9 If gamers are willing to drop that on nice monitors just to play games, it would make sense to drop that much on a VR headset to play them in 3D too... if there was anything to do with that.
I have the original PSVR and it’s been fun at times but the whole process of wearing the headset, getting it adjusted over your eyes, etc. Just always dissuades me from busting it out. I know things have gotten smaller, lighter, and easier, but nothing is as easy as simply turning on a monitor.
It doesn't help that the headset hardware space has been closed off even worse than cell phones. One of the things I hope the Steam Frame will do is crack open the space of possibilities more by virtue of being a headset that is open, and force even the closed headsets to expand their thinking. More possibilities won't hurt you, even if you are personally uninterested in them.