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Never been an issue for me either, I'd rather that than some wonky body that doesn't reflect what my own is doing in real life.
I'd far rather well realised floating hands (and ideally finger tracking) than attempts at arms that leave me feeling like one of those whacky inflatable noodleguys.
For example if you grab a large object that would normally require 2 hands if one of your hands do not face the same way as the other your elbow would force you to drop the item or glitch your arm the wrong direction and would have to drop it and try again over and over (this was already attempted with certain other games that would of had full VR support instead of limited such as Cyberpunk 2077.)
As others have mentioned before, If you ever get to try out great games like Half-Life: Alyx your opinion on floating hands will definitely change by the time you get a few chapters in having to interact with doors and other objects by 2 hand shooting or holding a clip in one hand while shooting around the corner and reloading near instantly by not being bone structure bound.
Lone Echo did a great job with arms and that came out more than 7 years ago.
There hasn't been a good IK system for VR, and the most decent ones are meh at best.
Once you're playing a VR game you forget you have floating hands. Having arms or full body will get you out of the immersion when your legs or arms start to bend in weird impossible ways.
Unless you have full-body tracking, floating hands will be the best choice.