It's that a walking sim with sex scenes can't be fucked to at least duck tape keyboard functionality to it so even people who don't have VR can at least try the imperfect version and the game can get full exposure.
Disclaimer: I haven't tried this out myself yet. I'm going based on what I've seen on the devs' Patreon and here.
The first issue here is that we don't know what their plans are and what they're capable of implementing. I mean, at this point it might be a walking sim/tech demo, but from the sound of it they want to add in a bunch of natural interactions. The second you start adding VR interactions, things get a lot more complicated if you want to have a flat screen fallback.
The traditional keyboard and mouse setup are great for aiming and performing simple actions. When it comes to manipulating objects with two hands it gets dicey pretty quickly. Games that have complex interactions typically condense them down to individual keypresses, like the way the weapons handling in Receiver is implemented. Even in cases where pancake mode is implemented reasonably well (such as in
Heat) it still feels like you're controlling a robot, and you lose the sense of immersion and interaction that you get from being able to fluently control two hands, but also your head. Something almost always suffers: you either end up with a dumbed down VR experience that's only worth it for the sense of scale, or a flat screen experience that's objectively worse than something designed for traditional controls.
Of course, if this remains little more than a model viewer for its entire life, then yeah, I completely agree. I know a few people who will straight up refuse to play non-VR games even if they're a genre that works well on a flat screen (FPS, etc) so I know that "VR or die" mentality all too well. It's beyond frustrating.
The second issue is that even implementing VR support can be a pain in the ass, and can be overwhelming to a small team. There's the more obvious stuff, like the player being able to move their entire body and hands around a scene, but there's also the more subtle stuff like controller support. With standard games/interactables you can assume that the player has access to a keyboard and mouse, and if they do have a controller it'll almost certainly be an Xbox, PlayStation, or Switch (Pro) controller, all of which have the same general layout. With VR controllers you can't even count on the grip buttons working the same way, not to mention the myriad of issues caused by having to support multiple HMDs.
So yeah, VR is difficult, and trying to throw in a completely vastly different, incompatible control scheme in addition to the other controller options could easily overwhelm a small team. The result can certainly be worthwhile (the aforementioned Heat is honestly incredible if you have an HMD), but a lot of devs tend to bite off more than they can chew because engines like Unity and Unreal make it so easy to get started. All we can do is see where this one goes.