Commonly seen, yes. But not easily acquired nor used by the player. It's a gameplay balance/intrigue thing. Rather than saying "here's the world, go own it", say "here's the world, cope with it". That Night City is not just a virtual prop city to do what ever when ever, but a place that tries to be something more and demands things (effort, attention, ingenuity...) from the player before handing things out, and once handing those things out after they are earned, gives them a meaning beyond being merely an interactive trophy to toy around with at ones leisure.
Anyway, Futuristic GTA is still the best direction they can take this, crossed with a bit of fallout new vegas.
I disagree of course - to a certain degree. I wouldn't want the game to rightfully "earn" nicknames ("scifi GTA", "Scifi Arma", "Scifi Witcher", "Scifi Farcry", "Scifi
er Watchdogs"; or "GTA meets Fallout NV", "Arma meets Mirrors Edge meets Batman Arkham-whatever", etc). This is a big opportunity for CDPR to get inventive and try to do something that doesn't inherently copy other series' but does precisely its own thing the way it wants to do it for better or worse without blatantly flirting with this or that audience of some other popular mainstream game. Of course it is almost impossible to do something completely unique, but one can toy around with the design to make the game stand out from the crowd better (in contrast to - for example - what Saints Row, Watch Dogs, Sleeping Dogs, Red Dead, and GTA are to eachother; or what Bound by Flame, Witcher, Risen, Lords of the Fallen, Dragon Age: Inquisition, Raven's Cry, Two Worlds and Dark Souls are to each other).
It is very rare these days to see any company to try out something that takes a step side from the commonly expected thus also offering an experience that (as a whole) isn't inherently or straight familiar from or comparable to other games doing the exact same overall thing.