This follows forced feedback computer interfaces of 20 years ago. Those systems would vibrate a joystick or controller to simulate explosions, wind resistance, wheel slip, etc. The technology lives on in a limited fashion with phone bloops and rumble controllers, but the most ambitious efforts flopped.
Some problems include cross-purpose goals (immersive experiences versus competition), slow speed, clumsy or heavy products, high costs for what they offer, and uneven quality. Hardcore gamers have been known to disable all sorts of quality features to gain a speed advantage and eliminate distractions. The best immersive simulations also pale in comparison to real-world experiences, be they rollercoasters or interactions with romantic partners.
Audiophiles…have big budgets and follow their own goals…some may love it while others do not. Unless music producers incorporate such technology into production it’ll always and forever be an add-on. This may not be unlike what tube amps do to music, but tubes have long been integral to music production.