I played around two hours myself, still in the tutorial phase. The physics stuff can be unintuitive and janky just as much as they can be cool and exciting.
On Oculus Touch they could have made the neutral hand pose more natural. I'm not sure if the grip trigger on Touch is touch sensitive but they don't detect anything unless you start pressing it so your middle, ring and pinky finger are all open and flat, but they do touch-detect the index trigger so your inder finger is naturally bent quite a bit, and then they also detect if the thumb is up or not, so the neutral pose is just way off when you aren't doing anything. I don't think anybody ever has his fingers flat out when not doing the robot dance or similar so it's really awkward that's the default state regardless of the controller used.
But it's just a visual thing, when it comes to interacting with stuff it works as intended.
Climbing surfaces aren't as convenient as in games that aren’t fully physics driven with just preset intuitive climbing spots (it's not fully freeform in Boneworks either mind, you only properly latch onto specific surfaces like pipes, ladders and other such things). The climbable flat wall surface in particular was annoying as my "back" hand kept going all over the place by, I guess, getting stuck between the physical surface and my physical body as I just tried to move sideways.
Melee weapons aren't as intuitive as in Blade & Sorcery where you have all the same freedom (and many of the same restrictions as they can't go through other physical objects, your hands, body and other weapons etc.) in how you hold and handle and change your grip and throw them and so on. It works well enough, though it also has an annoying wobble for heavier weapons like the mallet, it's a tad overdone.
Firearms handling works well but again something like Onward does it more conveniently, it's snappier yet still realistic with many of the same interactions, from the different grip positions to the offhand steadying and reloading. For example you can take out the magazine of a pistol without pressing an eject button so I kept accidentally grabbing it while trying to grip and steady the pistol (you need to grip it properly, not just steady your one hand on top of the other).
Thankfully I can hold all the rifles and such as I wish, I didn't notice any physical shoulder/stock interaction that would stop me from bringing them too close depending on object/arm length or anything. The physics seem to only come into play when you try to do unnatural moves just to see that you can't, which other games let you do. It's basically just visual and I don't feel it adds anything over games that don't have it, when I play Onward I don't intentionally try to break the animations, I hold the weapons properly just as I do in Boneworks because that's just how weapon handling is natural and efficient.
When holding a long object like a broom with two hands apart however it seemed to restrict certain moves it shouldn't, I was just trying to wave it around and go all ninja and stuff to check out the inverse kinematics but it didn't follow my movements for much of it, as if it thought it would break my arm limits when it shouldn't. The problems of not having full arm/body tracking I suppose but I'm sure it can be improved.
Finally, the way almost every object is fully physics driven leads to more unintended interactions. When you open the drawers of a file cabinet it's almost impossible to not shift the whole cabinet around, the same when opening a cupboard, and basically any other thing. It seems like they should increase the weight of some objects so that you only move them when you persist and intend to do that. not at the slightest touch at the wrong angle. The same for things like tables almost flying off when you just accidentally slightly bump into them.
Basically it seems like a solid jack of all trades but other games have done this or that better (yet not all at once) so they could have taken a look at them to implement things similarly. Maybe it's ambitious to use physics for almost everything as they do but it doesn't necessarily add much to every aspect of it.
I do like the feel of the game so far, I'm not trying to make it sound like it's bad, but I did expect better behavior in some things (and feared worse in others so that’s good). Outside all these minor annoyances and given single player campaigns like this aren't exactly common, it's very exciting as it seems very well designed and very promising overall on that front. I'm sure I'll learn to work around its quirks with practice or maybe just not even care after a given point in the game (ie, bumping into tables felt off at first but maybe I just won't care after doing it x1000).
Again, this seems very good but it's also not the second coming of VR like others proclaim, the first killer app and all that hype. It's another good game, maybe a great one, in a long line of other equally cool VR experiences. I played Stormland again while downloading the game and that still seems pretty damn cool in terms of core gameplay (yeah it's short, repetitive and only does one thing, all out shooting without any deeper interactions, I've criticised that game elsewhere, I just mean the feel of the game, the climbing, the gliding, the weapon handling, it all feels great and exciting still), not like it's suddenly last gen crude stuff, and the same goes for other games like Blade & Sorcery, Onward and whatever else I've enjoyed in the past, there are many others.
Also for me the game keeps hanging on level switching.
Thankfully it also seems to save before that so I can close it, open it, choose continue and select the section it should have loaded when it hanged.