Pretty depressing to see how they spent so much time building the city, they had none left to put meat on the bones.
That's bullshit though. Many other developers managed to create a dense urban sprawl and fill it with content, and then on top of that add simulation aspects to enhance immersion.
A close analogue to Soyberpunk is Watch Dogs - putting aside the obviously mediocrity and rushed nature of the final product, it implements the plurality of approaches of immersion sims (action, stealth, hacking etc.) in an urban sprawl with reactive pedestrians and drivers, along with a myriad of side activities the player can partake in, while also including light RPG elements, but also includes dynamic missions such as chasing down a prep that is fleeing on foot, ambushing car convoys - while the hacking itself is usable in a myriad of ways (from using cameras to track enemies to hacking stop lights to cause car crashes to impede pursuers).
Watch Dogs came out in 2014 and managed to fit all of these features on the PS3 and XBox 360, so what excuse do CDPR have exactly? That the previous generation of consoles were holding them back? That's obviously a lie.
Soyberpunk lacks features and mechanics that have been a staple of GTA-likes since GTA 3, and if you're being generous, GTA 1 even. I genuinely can't think of any other open-world game set in an urban environment that didn't feature dynamic and reactive pedestrian and car AI.
Mafia 1 has Soyberpunk beat in the immersion and simulation aspects.
CDPR are just incompetent, that's all there is to it.