Why would you want VR to be packed in the box? That's like $1000 and no way is Sony doing that.
If they can scale down production costs to where a cheap suitable headset can be included (say with a $BOM no more than $75 - $100), and sellable on its own for between $129 - $149...I think that adds incredible value proposition to a PS6 that can still provide very good performance upgrades and cut out a few things to target SKU pricings of $499 and $599 at launch, either without losing money upfront or recouping it through a single full-priced software purchase.
Realistically, a PS6 shouldn't be aiming for 100 TF or 64/128 GB of RAM or a huge 8 TB SSD anyway. Smart custom silicon for things like AI-driven LOD scaling management, some physics offloading calcs, fast contextual metadata processing, RT, image reconstruction/upscaling etc. means less need for brute "generic" compute and associated shaders.
Meaning a smaller chip, meaning you get more out of your wafers. Even better data I/O decompression tech means they can do even more with smaller pools of RAM, so maybe they only need 32 GB instead of something extreme like 64 GB, and they don't need an insanely fast (by future standards, like 40 GB/s or something like that.
It'd also mean things like needing a smaller upgrade on the CPU when it comes to core counts or thread support, or less cache in certain areas (though I think for things like I/O data processing and reducing power consumption across the bus, there would be an increase in localized cache pools).
And, smarter packaging of the APU would mean maybe they don't need the smallest node available at the time, to get the performance and TDP targets the console would require. And personally, the prospect of a PS6 with ingrained VR/AR support built in at the OS/UI level and being prolific enough that devs can comfortably take advantage of the tech in ways not possible before, is a lot more exciting than "just another" super powerful console box doing more of what already came before.
Hopefully technologies like Remote Play, PS.Link and Sony's own lenses, sensors etc. allow that type of scalability for a cheap enough entry-level VR headset (it doesn't have to be cutting-edge in features at all), with as much processing offloaded to the console as possible, to help make it happen. Which would allow for some cool innovations in the controller design as well. Plus, with the scalability they can still make premium-level VR headsets for those who want that ultimate performance, you'd just buy them separately (and they'd probably cost as much as the console itself for the highest end).
By 2028, yeah, I think (or at least hope) that can all be done for $499/$599 SKU packages. Easiest things to cut to make it happen would be the built-in disc drive (just make sure optional drives can be purchased separately), and storage capacity. Maybe the $499 model only needs 512 GB of SSD storage, and you give the $599 one 1 TB? Gimped storage capacity on the entry SKU didn't hurt the 360 at all back in the day (if anything, regular DVD support and not requiring manual installs to storage were bigger issues with that system).