None of the accessibility/comfort settings resolve the issue, and they've been available in other first-person VR games since 2016. On one hand, you have continuous movement (locomotion in the direction of your viewpoint), which results in motion sickness and nausea for a lot of people. On the other hand, there's blink or shift (locomotion based on teleportation), which does away with the sickness but also takes away the sense of immersion that VR tries to create. Having to teleport to move is not my idea of fun.
This is not a Half-Life: Alyx issue. It's a VR issue. Unless there's some major breakthrough in VR locomotion, it'll remain as such.