Yes, people should generally get more exercise. However, you’re very much missing the point here: every game requiring physical excertion is not necessarily a selling point. Simply put, sometimes people just want to be couch potatoes and we have very well developed forms of interaction to support that. We’ve already seen the whole embodied interaction thing happen when the Nintendo Wii platform, and their interaction technology changed for the Switch for a reason. Basically, people don’t seem to want to be waving their arms around unless they explicitly choose to play an exergame.
This is the entire reason why I’m calling VR a gimmick. It is trying to solve a problem that doesn’t really exist, and isn’t really bringing enough to the table in terms of gaming experiences to warrant the high cost of entry to the medium for the vast majority of gamers.
Development for VR is an absolute pain. Until relatively recently there was very little coherence between development frameworks. That made supporting different platforms really difficult, especially when it comes to PCVR vs standalone. The development toolchains have gotten a lot better in the last few years, but there’s still a significant amount of jank that you have to resolve.
This is to say nothing of testing against different headsets and platforms with very different capabilities. It just takes up a lot of development time, which is usually in very very short supply for games companies. Hence, development tends to target the least capable platform (usually the Quest) and let the other platforms use less than their full capabilities.