It's not romantic attachment, it's pragmatism.
It will be a while before the VR experience becomes seamless. Resolution and dynamic range of VR still lag the real world by an order of magnitude. Latency is extremely touchy for scenes of any complexity, especially given hardware that is designed to be wearable. Even if these issues only manifest subconsciously, the differences add up: the human eye has ~100megapixel resolution and hardwired motion tracking so detailed that the information has to be lossfully compressed 100:1 before being shipped across the optic nerve (the first level of feature extraction happens in your eye). Those compression "algorithms" suffer under VR.
People will probably be willing to put up with the quality drop to play games because games are viscerally engaging in a way that allows you to push through sensory obstacles. Workplaces, however, lack that energy and are subject to the constraint of productivity, which I think will make them much harder to penetrate with VR: tiny psychological stresses quickly become intolerable if you're already frustrated by dependency management / tedious busywork / whatever, while the virtual world doesn't actually allow you to do all that much that you couldn't do before. Pro apps will probably take 5-10 years to adjust in a meaningful way, and I doubt that more than a handful of industries will actually be revolutionized by the difference.
In the meantime, AR dramatically helps the smoothness problem while still enabling almost all of the gee-whiz features of VR that would have relevance in a professional setting. Military applications are the obvious exception (full VR potentially offers protection from lasers/irritants/bullets to the face) but even military funding won't be enough to close the gap between VR and AR instantaneously.
In the long term, you're right, VR will win, but given that the "short term" will probably last for decades, I think you're jumping the gun on VR.