No sir.
Quite a few VR games use a standard pad controller, and are really good. I can name Chronos or Edge of Nowhere for instance.
There's also some new "escape games" that are using VR, and this genre is perfectly suited to that.
Third person in VR...? How on earth does that even make the slightest bit of sense? Who thought this was a good idea? You want to be a floating head following some guy around while "controlling" him, instead of being, and embodying said avatar, like in actual VR?
I was under the impression all of the escape room games were roomscale, as that's one genre that approach is perfectly suited for, but I don't really play those.
Elite, Resident Evil 7, Obduction before they patched in Touch controls, Edge of Nowhere, Subnautica, Chronos, Thumper, the Serious Sam remasters, Redout, Project Cars... just the ones I can think of off the top of my head. Also, Elite works fine with keyboard/mouse in VR though it's obviously better with a Hotas just like it is on a monitor. Racing games can use wheels, but they also work just fine with controlers or k/m.
Elite = HOTAS is best for this
Serious Sam remasters = fully room scale with motion controls. They may have accessibility options for those who are impaired from using full VR for some reason, but that's clearly a second rate way to play these games.
Redout = I tried the demo, it was crap. Vector 36 is better and has HOTAS support
Project Cars = racing wheel is best for this
The rest I haven't played as they don't interest me.
Meanwhile, nearly all touch/wand games are "stand in a spot shooting at a thing" shovelware or bow and arrow simulators.
There's a lot of shovelware and repetitive wave shooters for sure (What does seated-only have other than cockpit sims and racing games? Mario clones where you're a floating disembodied head replacing a third person camera? KB+M first person games? You might as well be just using VorpX to play regular games. How many actually do that?), but roomscale + motion controls in no way limits game design to those constraints, on the contrary, roomscale + locomotion is the hightest amount of freedom possible in VR. Sairento, Fallout 4, Onward, Serious Sam all give you smooth locomotion on top of the ability to move around in roomscale, the two modes of movement are in no way mutually exclusive and they complement each other. That's the golden standard, anything less is a suboptimal VR experience (though a game designed fully around the limitations of roomscale-only can also be fun, and potentially more immersive than locomotion, but that does put some serious constraints on game design)