I think you've confused me with someone else, but I'll answer.
-- They CAN go inside those worlds right now, and they do crap their pants. But I've found that generally that gets old quick. I don't know anyone who prefers VR over normal play.
I am not fine with games stagnating. There is a massive lack of new 'games' - And by that I mean new ideas/systems/
But I don't see how VR changes that? It's closer to real life, so naturally pushes game design more in that direction. Pick things up, look at them, my god you're actually here. It's mostly about spectacle.
There are a few games I've played (Polybius) that I think offer true transcendent experiences, but they are very rare. What I see a lot of are regular games adapted to VR, and walking simulators.
VR does immersion and wonder extremely well. Gameplay not so much.
I also think it has an inherent problem in that videogames are a lazy persons medium, and using your whole body as a joystick isn't relaxing. Which is why I compared it to Karaokee originally.
As a game developer/designer, I can offer some perspective here.
You can still have all sorts of regular gaming experiences in VR where it's used only as the camera. We can enhance what we already have like this.
If we push deeper into what VR can uniquely do, then it's really about finding the kind of games you would enjoy consistently playing in VR. You seem to not want the physical exertion, but VR games don't have to be Beat Saber. You could have a future Red Dead Redemption game built for VR where there are tons of activities to do that would be relaxing, where you don't have to keep swinging at things or engage in combat. The immersion of VR would arguably make this even more relaxing than regular Red Dead.
And VR is able to provide a wide range of benefits and new design opportunities. VR allows gaming to get out of QTEs, hard-coded animations, finite states from button presses, and things that limit player agency. In many ways, VR is the closest realization to real-time dynamic DnD in videogame form. because you can have many more emergent reactions, be in many more player states at once, and have dynamic interactivity that enables environments, AI, and other players to respond in unique ways that don't happen in regular gaming.
Stride is an example of a game that takes the Mirror's Edge formula and gives you total player control. No animations, simultaneous gun combat while running and jumping.
The Under Presents is an example of a new genre that allows completely new multiplayer dynamics with improvisation and embodiment.
Echo VR is an example of a game where the systems all depend on the motions of being in VR, allowing you to create new types of freeing movement.
Boneworks is an example of a game that really allows the player to think of an idea and usually execute it through emergent gameplay which requires the player to not be tied to finite button combinations and animations, but to be free to have on the fly physics interactivity.
The examples are out there, and VR is going to get so many new features as it advances from eye tracking to BCI input to force feedback haptic gloves, and these will open up the floodgates for many more gameplay innovations.