For that reason, the commodification of the Kinect really has been a boon for science and entertainment. There are some commodity Kinect knock-offs out there (Intel's cameras and sensors come to mind), but selling millions of Kinects means that they will probably stay important to museum projects.
The secondary market will probably remain flooded with Kinects for a while, but maybe (hopefully) by the time it becomes hard to get a decent priced Kinect for such cool little projects there will be a Kinect 3 or similar ready. (Or Microsoft will sell the Kinect brand to a hardware manufacturer.)
I find Kinect programming retrospectives fascinating. Particularly that fascinating feel that with the Kinect you have so much data at your fingerprints that good Kinect programming is as much figuring out (quickly) which data to ignore as which data to use, but also realizing that you don't have to trust just one source of the data you want a gestalt of it. (...and getting a good gestalt to be performant in real time is certainly a challenge.)
Especially then it seemed like a glimpse into a future of where the technology could go, and though that magic was sometimes finicky, it was still magic when it worked.
[1] Kinectimals (essentially a "cat petting" simulator) I recall particularly launching for my youngest cousins to enjoy. There were others, but that's the first to mind; this was a couple years back at a holiday party where most of this happened.