Agreed ... mostly.
Standards are required. So many wannabees littering the web 3D graveyard. Forget all the small efforts that barely made a ripple before sinking like a stone, you only have to look at the BIG proprietary failures like Microsoft Chrome (stillborn), Microsoft/SGI fahrenheit (stillborn), Adobe Atmosphere (discontinued) and Macromedia Shockwave 3D (barely updated of late) and every 3D technology Intel has ever touched (they're now pushing the U3D - Universal 3D barrow).
VRML is far from perfect but hey it's the ONLY ISO standard for 3D on the web that we've had ... until now that is. Now there's X3D, which is a definite improvement and evolution of VRML97. With multi-texturing, shader language support (cg, HLSL), better extensibility, scriptability and integration with other web standards like XML it's right up there on the cutting edge again IMHO. Of course it will only have a chance of taking off if and when the plugins, exporters and visual authoring tools mature and have feature and performance parity across multiple platforms ... but that is happening. Support from the big 3D players would help too, but don't count on it (they don't see any competitive advantage/profit in promoting the uptake of open international standards over their proprietary "me too solutions").
However, you can't enforce standards compliance - you only have to look at the web. We have XHTML, CSS, XML, XSLT, SVG and umpteen other W3C standards and although there is now growing acceptance and use of tableless XHTML/CSS amongst web designers, you still see a lot of proprietary, inaccessible Flash instead of the standard SVG. And for any designer that's taken one look at XSLT and NOT run screaming from the room, I take my hat off to them ;-)
While there are still tech-geeks walking the earth and failed games companies trying to salvage some investment dollars from their 3D engines, there will always be the weekly "unique new web 3D technology" announcement. rtre, turntool, blender3d web plugin and many other wannabees are just failed game engines repurposed into web 3D plugins. People will always want to reinvent the wheel, despite the fact that we have had a perfectly good wheel for a long time ...
I think the one big factor going for VRML/X3D is that, after a decade of growing pains, try hards, criticism and general ignorance from the masses, it's STILL HERE, being used daily and thankfully now evolving again. Whilst many other proprietary technologies have died along with the companies that developed and marketed them, VRML/X3D has survived despite the loss of individual companies like Cosmo and Intervista along the way. Only a standard gives you that safety net ...
So back to the point of this thread. Stefand, if you want to succeed in your web 3D efforts, it would be my suggestion that you focus on supporting existing and evolving standards like X3D rather than reinventing the wheel like the many who've tried and failed before.
Unintentional rant over ;-)
Brian.