Any form of VR is problematic for filming anything other than fully 3D-rendered movies, simply because so much of movie 'magic,' and especially the skill-set of directors, set designers, and effects designers, are predicated on the fact that only what is within the camera's field of view has to be complete. This offers the freedom to create rigs, partial sets, multiple cameras on-set.
Indeed, even fully 3D-rendered environments use these exact same techniques currently - go in most any modern 3D game and use a cheat-code to disable clipping. Slide through a wall, and look behind the scenes - they don't have the elaborate 'behind-the-scene's' apparatus and activity of a film set, but the world itself is just as much a thin facade. In many cases, the distance view out a window is a flat image hanging in space as if on a printed curtain, and the building beyond the halls your character sees are just empty space.
A few games let your character look around freely during cut-scenes, but most do not. If they do let you look freely, you may miss critical clues that make later scenes make sense.
In crafting movies, skillful directors compose shots in a sequence that constantly guides your eye to where they want you to look. At any moment, they have a very good idea what in a given scene has your focus, and where it will move from there. Allowing free looking or worse, free movement , completely removes the relevance of that skill.
So, I can certainly see why directors would want to ease towards films that would take advantage of that medium, without stepping fully off that precipice.sense.In