>>331455120
Yes, that's what I've always been saying should happen in VR games. The only way we'll get to true physical simulation that makes sense is to accept dissociating the character body from the player. 

However the dampening problem is probably a little more complex. It can make some actions feel very sluggish, and also make some actions happen with less force than it should. Instead we may want to apply an intention-aware system that dynamically adjusts the force vector. If you hold something up, you don't want it to bounce, but you don't want it to feel slow either, but you might accept a bit of an overshoot (this depends on the situation and player intentions, so context might need to be taken into consideration). 

For example, if the player wants to swing a sword at an enemy, dampening would not be appropriate, and having some overshoot would be acceptable. If the player is holding their sword in place after swinging, then in that situation we can minimize bouncing by dampening after the overshoot. Programming for all the different possibilities might be difficult, to say the least, but I think that's what it'll take. For instance, what if you wanted to stop just short of chopping off a guy's head? If there's overshoot, then that would hit him. In that situation, we would need to apply just the right amount of the opposite force vector so that it doesn't hit the guy but also doesn't feel slow. In some sense, we need to predict where the player's intended object location will be before he swings the entire way so that we can have enough time to oppose the motion without also making it overly sluggish.