I mean they used to stop Revive, and actually stopped doing that entirely.
They stopped doing it entirely, because developers threatened to not support their API all together. At that time, the Vive had a very decisive sales advantage in the market, they couldn't risk their nacient API being left behind right out of the gate. The very logical argument put forth by not only developers, but oculus themselves prior to acquisition, was that early VR titles need to reach as many potential customers as possible because the market size literally didn't support exclusivity.
They dropped killing off Revive, because they literally could not afford to do so.
And, ironically, Revive (and thus Oculus cross-platform support) only existed because it used SteamVR (and then later OpenVR) as a backbone. Although, thankfully, they're moving to OpenXR in the near future.
But Epic isn't the one making tetris effect.
A) I have laid blame at the developer's feet ITT
B) Epic is the one with the stipulation that you can't sell on steam in the first place. It's literally epic's policy that makes this even a thing.