Singleplayer games like Boneworks or Half-Life Alyx have something that is now taken for granted: The hands of the main protagonist reacts to objects in its surroundings.
Whether it is to grab a door handle, pickup a pen, rotate a dial, crank a wheel, pull a lever, or grab a coffee mug, the hands will be attracted to interactive objects, highlighting the ability for the player to interact with that object, and giving a sense that the player and its environment belong in the same space.
Likewise, in these games, the hands of the player may not pass through the environment and some of its objects.
Provide a way for world creators to make the avatar react to objects in the world. Whether it is using specific pre-built components provided by VRChat, or by letting the world creator handle the entirety of the IK end effector logic by themselves, what's a given in singleplayer games should also extend to social VR environments.
As experimented with in the VRChat Udon world "RVR IK Demo" which requires the use of a specific avatar due to the absence of such a feature, this feat is demonstrable and can even be extended to player-to-player interactions between avatars.
Since the interactions need to remain believable even to remote players despite the latency, the additional IK targeting needs to be solved on each client after networked IK.