If Godot does nothing and insists that it's on Apple to to support OpenXR, then VR developers who want to support the Vision Pro will have to use Unity or Unreal or some other non-Godot engine. It achieves nothing other than to reduce Godot's relevance. Godot isn't big enough to pressure Apple.
Apple is big enough to sponsor Godot and should if they want to burden their maintainers with extra work long term.
Considering install base, I'd figure the Vision Pro isn't big enough to pressure Godot.