These are all well and good, and it's true they are lacking in CP77. But even if CP77 still had this, the main content is butchered, or at least feels so, because it offers none of the variety that the setting suggests should be there.
That's very true, but that's also a symptom of the lack of simulation and other expected features of modern open-world games. Everything must be scripted and handmade, there is no "emergent" gameplay.
As an example, a car chase in GTA can be designed and scripted very simply - the devs just need to spawn vehicle, make them hostile and tell them to chase after the player. Since the AI is more-or-less capable of navigating the environment and shooting at the player, the player can shoot back and actually damage the vehicle and passengers, and any destroyed vehicles can be replaced by new spawns the whole chase is actually dynamic.
Meanwhile in Cyberpunk 2077 the devs need to painstankingly code and animate everything by hand, and since everything is basically on rails the player is not allowed any agency - the enemy vehicle will always crash in the same location and blow up. Once players become aware of this any sense of immersion the game is trying to create is shattered.
What the megalopolis with functioning activities and systems means for the variety in the open world aspect of the game, is what C&C means for the main story of the game. And that's what is lacking in Cyberpunk, and never will be there.
They could have avoided all the meaningless fluff by making most of the game linear, and making the few presented choics actually meaningful and further enhanced the feel of freedom by allowing the player to tackle missions ala Deus Ex. I mean, they sorta do this, but there's all these smoke and mirrors of pointless replies and NPC responses that likely wasted a ton of resources that could have been better spent elsewhere.
Also, I feel 2077 should have taken more inspiration from GTA IV, or maybe that's what CDPR actually tried but eventually gave up when the scale of the project overwhelmed them. GTA IV actually lets you indulge in social activities with acquaintances and friends, and making them like you offers concrete in-game benefits.
CDPR basically fucked themselves over with their marketing because they gave the impression 2077 was going to be a next-gen GTA IV with all the simulation and immersion, the social aspect, on top of emergent gameplay out of an immersive sim, coupled with cRPG choices and consequences and award-winning writing.
The game ultimately delivers none of this.
Compare it to RDR2 - an open world game where the main quest is still on rails, but the open world offers functioning systems that power side activities and single player "challenges". The big difference is that RDR2's setting doesn't pressure the game and its main quest into offering so much variety and so much C&C. I think that's the ultimate reason RDR2 manages to not feel lacking in the C&C department, whereas Cyberpunk feels empty.
There's also the fact that many of the missions in RDR2 (and GTA games as well) are structured around side-activities and often serve as an introduction to them, so they can always be used to break up the gameplay loop of driving around and shooting enemies.