VR headsets need to weigh no more than 120 grams, like the Bigscreen Beyond.
The weight of the PSVR2 is completely irrelevant to its lack of appeal. No one in my familly even noticed it. Having bought the Quest 1, Quest 2, Quest 3, and PSVR2, the latter is, by far, the worst of the three on every metric except graphical fidelity. And graphic fidelity is the least important metric for VR.
1) It ties the user to a specific location. This sucks. Badly. Being able to freely move playing location is a must-have. After playing the Quests, the PSVR2 felt like a huge step backward.
2) It's expensive for no reason. The vast majority of the PSVR2 capabilities reside in the PS5, making the headset little more than a passthrough shell.
3) It has/had some significant quality control issues. I had to exchange two defective controllers alongside the headset itself. Each headset had one defective controller, requiring two different visits to Best Buy for the exchanges.
4) The VR library is skimpy compared to the Quests, and the few games that make use of the PS5's abilities were very few and very far between. There was very little to differentiate it from the Quests to justify the premium price. I wanted to return it (and the PS5's) very soon after buying it, as I expected it to sit unused as we played our Quests instead. I was proven correct.
5) Sony's game return policy is the worst in the industry. Once you download the first byte of a game, you can no longer return it. It doesn't matter if you haven't played it for even one second. Compare this to Facebook and Valve, where you have two hours of gameplay or two weeks of possession (whichever comes first) to return purchased games.
The bottom line is that the PSVR2 has failed because it's just a bad product all around.