>>285033417
Oh hey, you actually typed like a reasonable person again. Good job.
Also, I'm not the guy who claimed to be a VR developer, that's your mistake.

But gunhand syndrome is perfectly fine for VR, depending on the game.
You focus on something like Boneworks or B&S, the games are built around rapidly shifting between weapons and being able to use them in many way.
As opposed to Alyx, which is very clearly and evolution of the FPS. Taking the basic FPS concept where you have very understood player capabilities (i.e. the weapons) against a collection of different situations. So it makes a hell of a lot of sense to not be able to throw your weapons around, the game is not about rapidly shifting player abilities, it's about basing the encounters against what the game knows the player has. 
The respawn button is a good suggestion, but they didn't go with it. They went with Gunhand, and I don't mind at all, and I think you're making a mountain out of a molehill and framing it as the "future of VR" as opposed to a single game.

The teleport shit is awful, I will flat out agree with you there. But just like Boneworks explored going fully physically modeled, you can have a VR game with more "flat"-based mechanics and still be fine. The games themselves are still finding exactly what is the right balance, what's most comfortable, what's most fun. And you have a very clear vision and should hold onto it, but don't let it blind you to the fact that other things can exist.