Emphatically not. The interaction space of VR is entirely different from the interaction space of a standard mouse-and-keyboard FPS. For starters, players in a VR game have two hands. A lot of games in VR could have been FPSs instead, but only because they're generally vastly under-utilizing the dimension space that two VR input controllers (plus the input of look direction) give a designer.
If you used the dimensionality of the VR space and you port it to the FPS space, you'll leave entire game mechanics on the floor.
That makes sense. You could use the scenery from the game (although you would probably provide more for more open world gameplay than in the VR game) and also create FPS specific mechanis such as open world puzzles etc.
If you used the dimensionality of the VR space and you port it to the FPS space, you'll leave entire game mechanics on the floor.