A really promising idea but kind of half baked at this point. The VR mode is probably the most interesting part of this but the whole experience is hampered by a lot of little problems.
The main issue is how the game is normally displayed. You get a window to work in. Problem is this window is sorta just static, awkwardly floating out there. It doesn't seem to have any sense of depth, like it's just plastered onto your face but at a distance. The entire thing is 3dof you're not going to be getting too much movement but that really makes the whole thing pretty awkward. At its current state it would be a better experience just using the normal Android builds of winlator in the Quest home environment.
For me, the program really wants to be in passthrough mode. Maybe there is a way to turn this off without disabling the guardian and so disabling passthrough (it's not like there's much documentation) but if so I couldn't find it.
There are plenty of options for controlling the little pieces that are put together to make Winlator work, wine and stuff. There are very few options for controlling how the program itself around all those pieces behaves. You can change the resolution the game is rendered at, but you cant really change much about the window it's rendered in, for example. You're just stuck with either the VR mode or that flat box floating a vague distance away.
The controls for interacting with the Winulator itself don't seem to be changeable. This is not great because clicking is easy, double clicking not so much. I found myself mashing the trigger over and over until eventually it would register as a double click to launch the setup executable for my programs.
The underlying idea is solid, it could become something worth using, but it's going to take a lot of work. At this point it seems like more of a proof of concept than anything all that usable.