VR is a niche market with fundamental accessibility flaws (motion sickness, spatial requirements, etc.). As for the controller, what discussion is needed? The steam deck already exists and from that it's pretty easy to get a decent idea of what the controller will cost and feel like. It'll probably end up being a solid controller for people that want it, but uncomfortable for people with smaller hands.
That isn't to say that the steam frame/controller won't impressive pieces of technology, but should be pretty easy to see why discussions would mostly be around the steam machine and specifically its pricing. Its success (or failure) will likely be what carries the reputation of both the steam frame and the steam controller alongside it.


There are android apps combining fex/box64 with proton in order to run full Windows games now. Android may actually be a semi-viable gaming platform in the near future.
GameNative is one that works as a full steam client but there are a few others that give you more control like Winlator (both on GitHub)
You can actually play games pretty decently on them, especially indies like hollow knight and Celeste.