Even if it is the case that this is how it is in the CP RPG, to me that is poor world building then. Because V is not an Uber driver, if anything you are more of a freelance detective/mercenary. In regards to tinder, it is possible because people allow it. And even if V allowed it and even if it is not explained in the game, it still makes little sense.
If we take the Dorsett example and it is possible for a fixer to track her down in less than 2 hours and get her rescued, then clearly the police or private protection agency could do it and everyone would sign a "protection" deal with such company. Also one would assume that clients of Trauma team would give them permission to track them at all times, if it's so easy for people to track each other down anyway. So it wouldn't make sense for them to not allow this in such world. Also the police would clearly have these capabilities as well, as a huge part of their job, whether they are corrupt or not, is to track down people, so one would assume that they were much better at it than some random backroom fixer is.
Remember that when V contact Trauma team with the location it says that they are there in 2 minutes, but honestly it's less than 1 minute (game time). So it simply doesn't make sense, for the police or trauma team, if it is so easy for these fixers to track down people, to not do exactly the same. It's not like you get the impression that these fixers have special powers or networks etc. They appear more as mafia bosses than anything else in my opinion.
And again, the problem as I said is not whether the fixers can track V, its that they apparently always know exactly where you as player have to go to do a specific mission.
As with my example in the last post. The fixer doesn't know where the daughter is, simply where she was last seen and that she was with some friends, and either her family or whatever have contacted the fixer, for whatever reason to help them find her.
But the fixer is purely the middle guy, they gather the missions and give them to mercs and take a cut.
If I should use the same example and how the quests basically work in CP now, it would be like this.
"Hey V, just had a client, which daughter went missing 2 days ago, she is being held in the basement at Garret street number 5 by a guy called Jack Vang, 43 years old, 2 kids and loves strawberry ice cream. By the way, it's the house on the other side of the street where you are now, if you turnaround. Interested in the job?"
That is basically how the jobs feels at the moment
To me if we use the same example again and the fixers are not super CIA agents, but that you as V have to track down this girl. There could be lots of interesting things added and multiple solutions to it.
For instance, maybe the friends could give you a description of some guy that spoke with her and using your scanner you could go there trying to track down the person. If you played female V, you could potential use yourself as bait, by getting really drunk and force this guy to come to you and trick him into leading you to the girl, assuming he is someone that kidnaps girls, so you would basically play him. You could simply stalk him and follow him, which could lead you to the location, maybe he tricks another girl, you could ask the bartender if he knows something. Or you could simply straight up try to force him by approaching him when he is alone and pull a gun to his face. Lots of different ways, sort of like Hitman style to solving the mission and in certain cases it might lead to you failing and not finding the girl, if you screw up or you find her already dead or whatever. Exactly as you would expect in regards to how CDPR said that quests would work original, that each of them could be solved in different ways.
You would also make use of the whole scanning mechanic that are in the game now, which is basically only used for marking stuff. To me at least it would first of all make the whole quest more interesting, because it's not handed to you on a silver plate as pretty much all these quests are now. But actually requires you to think a bit, it could even make use of skills for dialogs to give you better informations, maybe you could try to get hold of the surveillance videos from the day she went missing which could also identify the person.
The issue is that CDPR almost went for the absolute minimum in regards to RPG elements when it comes to quests as they
are now as I see it. Because they are just handed to you with everything you need to know, without trying to make them more open ended. Im not saying that all quests should have as many options as I suggested here as it would obviously require a lot of work, especially since a lot of these quests are "grinding" quests, meaning they are just copy/paste quests of each other, with some minor differences.
Usually following along the lines of some sort of camp with some enemies and you have to go in there and save someone, get some information, find something or kill a specific character. Whether its one or the other, in the end makes little difference. So at least making it, so the information of where this "goal" is, require or allow the player different means of obtaining, I think would make the whole quest system more interesting and more inline with what they made people believe.