I think that the "problem" is that many game developers of RPGs have dropped over the years one design principle : a character should not be able to do everything and is fine to block content to the player in a given playthrough... then, when you have a player decision that blocks some content it doesn't feel "right"( and I think in cp2077 you can only get locked from this and 2 ripperdocs?)
I used to have in-game journals with not accepted,accepted,succesful and botched quests (accepted tried and failed)... or NPCs not giving me a quest because my character was low intelligence or low charisma or other stuff.
Not being able to romance xxx is a player driven decision when you create your character, even if you don't know a priori (where is the fun of knowing the consequences of a decision beforehand?, just eliminate all choices in that case).
I used to have in-game journals with not accepted,accepted,succesful and botched quests (accepted tried and failed)... or NPCs not giving me a quest because my character was low intelligence or low charisma or other stuff.
Not being able to romance xxx is a player driven decision when you create your character, even if you don't know a priori (where is the fun of knowing the consequences of a decision beforehand?, just eliminate all choices in that case).