If the headset rumors are true, it would be weird if Apple didn't announce stable WebXR support at WWDC. They might be focused more on native, but good support for the Web would definitely help drive adoption for the "new" platform.
A few years ago I helped build a WebXR (Well, I think it was the WebVR specification) site for both Android and iOS, back when Motion & Orientation Access was possible on the latter platform. It worked pretty well, until it was no longer possible to access that API and we had to spend countless hours on a static fallback for iOS. The gyroscope is all you need for a relatively novel experience, ThreeJS had a VR shooter example you could easily extend, and not needing to download an app was great for getting more people to check it out.
On a VR headset you can just crane your neck and look around. On a phone or tablet it will use the accelerometer and let you use the device as a window on the virtual reality. On desktop you can use the mouse to scroll around.