GTA/RDR also uses a lot of scripted stuff, especially for car chases but they became subtler over the years. They come a long way since the last mission in San Andreas where that pink-not-mercedes was glued to the tarmac. That said having simulation systems regardless of special scripts for whatever is expected in games like these because of rockstar/bethesda, being an RPG is not an excuse just like it isn't/wasn't for clunky gameplay/combat when akshun RPGs were infamous for such.
That is from RDR2 their latest game. Moreover this is not some weird "fail" but standard along whole game. Same goes for GTA5. Also both GTA and RDR does not simulate anything. All of their "simulations" are scripted sequences. They get praised for "detail" but "detail" is pretty much what those games are because outside of that there isn't really anything.
Betsheda i think is the only one who at least tries to have some simulation like replacing NPC traders after killing them but still all of those are mostly heavily scripted not a result of some math equation bounded by design rules (what drives Dwarf Fortress).
As much as people shit on C77 for "scripting", none of C77 quests can end because you took wrong way or killed wrong npc. And despite scripting there is plenty of choice around when it comes to resolving situations including "failed" quest outcomes that feel like proper endings to quests. Case in point mentioned by me River quest where i didn't feel right to finish quest according to my character RP and in the end game aknowledged that in later River meeting where River described what he did after my choice to not involve myself and "it felt right"