My point is not about immersion or usability of the VR handheld controllers. My point is that if you use HOTAS/HOSAS/game controller when flying your ship (in VR), then it's very unreasonable to expect you to be able to switch to the headset's controllers when you get on foot. Not practical. You have your headset covering your eyes, it wouldn't be at all practical to fumble round to try to grab the headset's controllers and start using them.
Really? Because I have no problem grabbing my hand controllers while in VR while playing Elite Dangerous with my headset on, when I want to manipulate non-ED portions of my VR environment. Or my water bottle, for that matter. Or my keyboard and mouse.
I also have no issue finding my chair again, when I get up out of my chair to walk around my cockpit.
It takes minimal effort to set up your real-life environment to play the game in roomScale VR. Do you know what problem can't be overcome, no matter how much preparation you do? On-foot seated VR induced motion sickness. And that is fairly common among VR users, compared to in-cockpit seated VR. Which is why I don't blame Frontier at all for refusing to "simply" enable "head look in VR" for the on-foot portions of Odyssey.
If you think the kerfuffle was bad when Frontier failed to do proper 2D video optimization in Odyssey, imagine when VR users start complaining on how stomach turning and frustrating it is to play on-foot VR. Why on earth would Frontier open up Odyssey to even more bad reviews, especially if it'll require even more work to get, at minimum, to create a usable VR version of the on-foot HUD. It's a huge risk, for very little reward.