If you're trying to judge the size of the market in absolute numbers, you also have to account for the fact that this survey only measures _Steam_ users. So Rift users who don't use Steam, and owners of non-PC VR headsets like PSVR aren't included.
YMMV. My Vive-equipped PC launches Steam on boot, because that lets it install updates quietly in the background as they come in. Otherwise, the first thing likely to happen when I try to launch something is a long wait for stuff to download.
The Vive on the other hand is only plugged in when I actually use it. It gets hot, and I don't particularly want it to burn electricity for no better purpose than to die a premature death.
So even as an active VR user, my Vive is only visible to Steam for a minor fraction of the time my PC is logged on.
As you can see, over the past 2 years we've gone from 0.36% of Steam users having a PC VR headset, to 0.89%.
We're also nearing the launch of the next generation of VR headsets. Both Vive and Oculus have products in development, and its rumored that Valve is working on a new headset as well. I expect we'll be seeing the launch of a few new headsets over the course of the next year.
So no, VR isn't dying on the vine; it's just taking longer to reach maturity than some may have expected.