VR has only really been around as a consumer option for under 8 years. Yes, there were precursors that were publicly available, but I wouldn't include anything that doesn't feature reliable 6 DOF tracking of the user's head. And many of those earlier headsets people bring up were in a time where we could barely render simple 3D graphics at a decent frame rate on a traditional monitor, much less two screens at once plus all the image warping necessary.
The tracking technology is now fairly mature, at least for tracking the position of the headset and controllers, but there are many areas that aren't mature, such as visual clarity. PC gaming headsets are good enough for gaming, but for reading text, they aren't even as good as something like a 640*480 monitor. The picture is only relatively clear in the center of the frame, and gets blurrier towards the edges.
I view VR and AR as a spectrum, rather than separate categories. Even my PC VR headset from 2016 had monoscopic passthrough video. The Quest 3 has stereoscopic passthrough. Yes, the Vision Pro has better passthrough than the Quest 3, but it also has better everything else than the Quest 3. I don't see it as being in a fundamentally different category.
If anything, you may be able to say that AR is more mainstream, given that iPhones and iPad have AR capabilities. In fact, the Vision Pro has less AR capabilities than iPhones/iPads.