Not all RPGs are built on a dialogue choice based system, but there are consequences in Cyberpunk.
I understand what you're trying to say, have more choices with immediate and clear cut effects, like swapping out NPCs and lines of dialogue, which is pretty much the extend of the result in those games you mentioned, except for The Witcher 2 of course.
Well Cyberpunk has different types of consequences presented through world building, like clearing out an area brings in regular people and opening up shops, news bulletins, radio, NPC chatter, shards and dialogue lines.
I understand you might prefer the other method, but I can see them both for what they are, and I'm completely fine with it because it serves the purpose of telling a cohesive narrative that's rather fluid in the middle arc and branching in the latter arcs.
It's different and there are few traditional choices and consequences and I would have liked to have more, or more distinctive ones or at least have the world be more reactive (like NPCs towards V).
That's conjecture, there are similar scenarios in all of the acts that lead to specific story beats that need to stay consistent.
As for the rushed part, clearly it was.
But besides the bugs we don't know what else was affected maybe this was always the finished state they had in mind they just couldn't optimize the engine in time for release on seven different platforms.
The point is we don't know, it seems coherent to me so I'm giving them the benefit of the doubt regarding the narrative in the game.
You develop your character, if approaching stealthily you gain stealth xp which boosts your attribute to unlock the special perk at the end.
If you don't play your build consistently you will never level up your attributes fast enough for them to become effective.
As for the rest, depending on the job specifications there are different outcomes, if the job requires stealth you get a bonus at the end, if the job is an assassination there are different ways to get to your target, one of them being dialogue, you can convince the target to leave the city as well in some scenarios.
You can fail main quest lines if you don't do them properly, if you take your time Saul dies, if you tell on Panam to Saul she erases you from her phone, depending on how you talk to Johnny you can lock yourself out of Rogue's missions, if you don't investigate properly you can botch River's quest, same with finding out what happened to the previous Mayor.
Yes the long lasting implications are too subtle sometimes I agree.
CP2077 is all dialogue... Will bring ME again, just as reference, there you need to plan your course of action or you will lose the timing to make a mission and lost it forever, in CP2077 the only thing you can do is to say "no i will not do that mission", just see the memes about Goro waiting in Toms Dinner, but this is W3 too.
For the areas that change, indeed i see this in some places, but is just cosmetic, in W3 for example, you clean settlements, and with that you gain new vendors and fast travel point, so is good to clear areas, in CP is like you said, just comestic, not saying that should have vendor or fast travel point, but something should happen.
My first play was dividing all perks, i was everything and nothing the same time, and the game was easy, could go stealth, rambo, whatever... the balance is terrible, again W3 demands that you follow a line, or go potions or go attack or signs etc...
If you convince the target to leave the city, nothing happens, the target go away, if you kill him, the same, there is the illusion of choice, but they don´t matter... I can think many things for this outcome, if you don´t kill him, the guy could leave the city yes, or he could go for revenge after sometime, or he could fail to leave the city and you get the mission to finish the job, if you kill him, someone could go after you, you could lose a contact, i could go on... This happens in someway when you go to the scav basement and found yourself in the ripperdoc, you can kill him and don´t gain nothing, or let him leave and have the store open.
For the main missions, never manage to get Saul killed, don´t know how to do this, i go save him after i made all the 3 main missions and all was fine, he was there sitting and waiting
For river, my first play i had intelligence 10, could not get the IP, in my second play i had 20 intelligence, could get the IP, what change? Nothing, everything runs the same, and when we get to the farm, i start to disable the mines to get XP, i leave the scene many times, what do i get? A text message from River asking me to come back and help him "please", i literary go away and he was there texting me for help!!!
The mayor, no matter what you do, find or not, you go to second part of the mission... again, don´t see how to fail on that one.
But to be honest, don´t know why i am thinking about this, the twitter page already changed description to action adventure game, no more RPG.