It ain't about covering them all. It's about having enough of them to have a varied experience in terms of who you are, mentally, and what you can perceive (and say, as a result) when interacting with people.
Agreed. Again, if this is the request it's a good request. It doesn't make sense for all of the content to be tailored to an altruistic do-gooder if a selfish, greedy megalomaniac would fit the environment. Maybe I want my character to be the latter of the two. Based on what I understand about the game setting in this case, for CP2077, it feels like it would make sense for this to be an option.
Here is the problem.... In a video game you have your game setting. It could be based on external source material or a unique, new creation. Certain characters would fit this setting. In TW3 we were handed a developed character. In CP2077 we're creating our character.
Now, consider the content of the game. Say, the quest content. In TW3 the quest designers can design everything around Geralt. They know the character. So it's relatively easy to consider the type of decisions you would logically present to the player. Geralt is still Geralt but he might make decision A, B or C. All three fit Geralt to varying degrees. At least, you could make a reasonable case Geralt would pursue any of the available options.
Now go back to CP2077. Here the quest designers have an unknown character. Incidentally, the way the character would logically approach quests is very difficult to pin down. Here the quest designers job just got a whole lot more difficult. Yeah, they can plan around the types of characters people would make for the game setting. They can consider the progression system mechanics, and the types of character molds those allow. The fact remains they can only go so far with it.
The only way I can see to solve this problem, where every character has a logical path through the content, is to streamline the setting, progression system mechanics, etc. In a way where the players are pushed toward playing certain types of characters. Even if they're not aware of it. I wouldn't consider this a worthy trade-off just so a player with a completionist mindset can play what they want and feel every shred of content offers an approach befitting their character. It's a whole lot of streamlining, watering down of content, and "forcing" players away from creativity and into limited logical options to satisfy what I'd call, again, a player problem.
Also, keep in mind how this plays out on the developer side of things. They also lose a lot of wiggle room in what they can design in the game. Every shred of quest content has to fit those molds they're pushing players toward. So not only does this limit options available to the player it limits options available to the developers. To make matters worse, when it's all said and done a player goes and chooses to play a character failing to line up with one of those "templates". Now the player isn't happy because it feels like their character wouldn't do X, Y or Z. Compounding matters, now all of the content feels "wrong". Going even further, it's even worse for the player because the content begins to feel too streamlined.
To me it makes a lot more sense to just tell the completionist to shove off, make good content, give players a lot of freedom and be done with it. If you find your character wouldn't do X, Y or Z for a given piece of content then don't do X, Y or Z. If this means you can't complete that piece of content or get a shiny achievement, so be it. Play the game as your character would, restart the game, make a new, different character and rinse/repeat. Hell, setup multiple games in parallel and swap between them every hour.