I had a similar issue with my Oculus Rift (CV1.) It started happening the moment I got my new MB and 3090. In all honesty, to sum up whats written below, I believe its just Oculus (Facebook) the company as a whole. I've gone through their support numerous times, and they never have an actual answer as to why the headsets crash. They always give a generic: try this, try that checklist. Never-mind a firmware update to resolve this issue.
After days of researching, I finally found someone that did a tear down on all the Rift models, and they determined that any static, blackscreen, or freezing was due to power management issues via USB 3.0 and higher ports, and that the hardware/firmware didn't correctly support it. It turns out the Oculus Rift was built for usb 2.0 originally, and just right near the end of development was bumped to 3.0. As most of us know, USB should be forwards and backwards compatible. But apparently in Oculus's case, its not. What this means, is if you are using the headset on a Motherboard with USB 3.1, there is a good chance you will have some sort of issue with your Oculus Rift (S) headset. After finding this information, I started looking into the proper USB support for the headset. Turns out Oculus(facebook) simply don't care to resolve the issue with a firmware update on the Rift and Rift S, and would prefer people just buy a new headset to resolve the issue, as both headsets are no longer officially supported under any part of their warranty..
So I took their advice, and bought a new VR headset, So far my Valve Index is far far superior to my Rift in every way, and the support behind it is lightyears ahead of Oculus.
In my case, when I got my RTX 3090, I also upgraded my motherboard. All my usb ports are usb 3.1.
The only semi fix to the issue, if upgrading to a different headset isn't an option, is to get a USB 2.0 Hub (powered.) I ended up trying this and it seemed to work somewhat okay after. Even tho the headset says it works better on a USB 3.0 connection, this was not the case for me, as I had already tried using via a USB 3.0 Hub. When I switched to plugging in the headset via USB 2.0 my issues were far less frequent. But it still did happen every so often.