My basic take is that the technology is really impressive; I agree with proponents that the Quest finally nails it technically. However, I don't think it's enough better than other options to make it worth the significant drawbacks. Something being immersive is ultimately a function of the player experience, not the hardware. And as is demonstrated to me whenever I try to get the kids to turn off almost any game, non-VR hardware is definitely immersive.
If anything, facehugger VR seems less immersive, because the stuff is way less comfortable than other gaming hardware. The kid who loved rhythm games would play Beat Saber less than non-VR games because of neck discomfort and face irritation. Battery life was also lower than the Switch, and of course infinitely lower than the Playstation. Which also cut into immersion.
I did really appreciate the new 6-axis controllers; they were very cool, and gave a great sense of spatial freedom. But unfortunately, that freedom is a lie; my sense of immersion quickly ended every time I hit a virtual boundary. To successfully play Superhot, I found I had to continuously maintain two spatial frames of reference: VR and reality. So it ultimately felt less immersive to me than a console game, where I could just plop down on the couch and forget my body entirely.