Almost all VR devices require lots of motion, have limited interaction affordances and have poor screens.
So you’re going to be more tired with a worse experience and will be working slower.
What XR is good for in the standard creative workflow is review at scale.
Blender does have an OpenXR plugin already but usability is hit or miss.
Freebird is still quite basic, but it's under active development and more modeling and posing features are being added.
So a core set of people definitely use VR in Blender for creation/editing, but I agree the number is quite small.
This is part of the reason why high end 3d cursors have resistive feedback, especially since fine motor control is much easier when you have something to push against and don't have to support the full weight of your arm.