It makes me more likely to try a game on a whim knowing and if it's not for me I can refund it without hassle. Great way to handle it, I currently own close to 100 VR titles and have refunded at least 20+ that just weren't for me.
Compared to 2D games, it can be the case of "I can't play the game" rather than "I don't want to / don't like the game". So the refund system is especially great for VR.
But Vive don't have anything on the quest to the best of my knowledge. We ship a lot of stuff on Quests and dev on them is really quite nice (with Unity).
The worst part was having to make a workspace Facebook account or whatever that thing was called, right as the Quest was just coming out. All the docs were hosted behind a login. Nightmare.
I don't know if Oculus could have done it without Facebook money though. It seems to me the world at large wasn't giving VR enough attention. We're finally seeing proper B2B adoption now and shit like this with Facebook accounts is going to make things a lot harder. It's kinda tricky sometimes getting hardware into banks or the NHS or any place that has funky or strict hardware procurement. This is just another barrier for all that.
I've not read the dev emails that have come from Oculus yet. But Oculus are meant to be rolling out their new 'Business' backend for remote deployments soon. Hopefully this isn't B2B side too.