It was definitely intentional. It's easy to come to the conclusion that leaving pretty much the entire body of VR software on the table was a bad idea, especially with there not being a ton of other VP software in its stead, but I agree with your implication that it was the right choice, for different reasons.Only two points that I have significant issues with:
First, the focus on "where are the games?!" completely misses the point. Being pigeonholed into "gaming device" is an enormous barrier to general population interest and enthusiasm. It was a deliberate choice to push "general computing platform" to help shift the perception window.
VR famously has a problem with stickiness. There's a huge wow factor at first but then people put it away and don't come back. I think the reason for that isn't VR itself or the headset but the games, which in general have the same problem. You finish or become bored of a game, and then move on. If no new games were made a lot of people would stop playing games.
And that's exactly what has happened to VR. I've been into VR since preordering the Vive and in that time have watched VR game development go from rush to trickle. Every time I go to the Meta store or Steam looking for new VR things to try I come up empty-handed. That's a death knell for stickiness.
No wonder Apple wants none of it. They don't want stickiness to rely on a steady stream of games, it needs to be a steady stream of messages, social, news, information - the same things that make phones sticky. It was the right call.