Wine/proton would need to support it, XWayland would need to support it (Wine/Proton are one major step away from native Wayland support: Vulkan), and finally the compositor would need to support it. Gnome is about the worst compositor that you could be testing any of this stuff on, they are comically hostile towards ideas not their own. The chances of this ever working on Gnome are near zero. KDE is pretty good for support, Hyprland seems to be trying to support every under the sun.
D3D12 dropped support for exclusive fullscreen, and I don't think headsets even go through DXGI but their own swap chain APIs. Why do VR games on Linux need the equivalent from the Wayland compositor?
Games may show it as an option if the engine itself can support other GPU APIs and the devs working on the options menu don't know or care that this particular settings combination is misleading.
[1]: https://learn.microsoft.com/en-us/windows/win32/direct3d12/s...
GNOME has supported direct scanout for fullscreen apps for a while and drm-lease was implemented not too long ago either.