It is aware of your head movements. That awareness can be used to both have the screen follow your head turns and to alter the view appropriately.
It
could, but as you noted, does not.
Checking back on
your the original post, I don't suppose you got anything out of the Virtual Desktop trick suggested earlier, which many swear by?
Early Odyssey days, I did some experimenting with VorpX, but I can not recall any more of my results than just: "definitely not worth it". -If you have that piece of software, you could fiddle with it a bit yourself, and see if you can find some compromise that is tolerable to you, personally. (Note that it does not have anything to reconstruct stereoscopy with Cobra engine based games, the way it does with some other engines.)
I think the greatest showstopper for me, with "hacks" like this, is the hassle of having to switch back and forth between them and Elite's true VR.
Speaking of "frame", and going completely off on a tangent... You know, I can't get myself to hold it unlikely that even with all the many, many concerns around developing for VR, I could very well imagine the main blocker (...following closely after: "Oh, VR... We totally forgot about that."), to be the HUD, which is done fixed in screenspace, unlike the ship UIs which are diegetic (the hologram panels are floating in worldspace, in the cockpit with you).
This is not something that should be hard to overcome -- just map the various HUD elements to quads in a volumetric buffer instead, and position them appropriately, just like with all previous UI, but something about the apparent "attitude", when it comes to UX, which Odyssey and its UX overhaul exudes, saps my hope a bit -- it's all a lot of static full-screen design paradigm, often replacing something much better -- like they put somebody used to designing nothing but smartphone apps in charge.
...on the other hand, some things in Odyssey are made with diegetic trappings, such as holographic ammo counters floating next to weapons, so who knows...