It's almost impossible to do a 200 hour in this game on one passage.
Only if you're really messing around, returning home every day, doing missions very far from each other, visiting every shop, trying to talk to a lot of NPCs, and so on.
It took me 100 hours in the first blind playthrough, doing all side quests and activities, taking my time to make decisions, not rushing anything, while learning the game mechanics (which is easily exploitable - it's more noticeable in a second run).
In the first run, I messed up with silencer + pistols, while hacking, and crafting, trying to be stealth most at the time, and killing only by accident (which happens a lot, specially with pistol headshots) or when necessary.
Now, in the second run, playing with meele, shotguns, and crafting, aproaching enemies in doom style with no hacking and only doing stealth when required I noticed that you can really trample on enemies without further problems.
I still think that they tried to make all builds useful, but there is a severe balancing issue, because some play styles are so good that they kill all other possibilities, and gun usages.
Some double barrel shotgun (the simple ones) reloads so fast and make so much damage that Satara, Palica and Tactician becomes useless.
The same goes to Assault Rifles and LMG, when compared to SMGs - SMGs do equal or more damage, shoots faster, reloads faster, and uses the same kind of ammo - can be used with silencers and scopes.
In pistol and revolver department it happens as well, because the overture have high critical chance, rate of fire, reloads really fast (for a revolver) and do such massive damage that is basiacally one shooting everyone - and with a scope it makes all other sniper rifles useless.
And for me, game lengh is not that important as long as the main themes are good and explored enough, showing a complete picture of the story.
Cyberpunk 2077 have some things missing, like the friendship development with Jackie - when he helps V to get back on his/her feet, getting to know Mama Welles better (as she implies that you are part of the family in a mission that only appears if a specific choice is made), that was resumed to the Youtube trailer, instead of being a part of the game.
The other thing is the Hanako part - that was very under developed, considering her importance in one of the endings.
Meredith Stout had no development (frankly I think that they only have that "one night stand" to please the community), but she could be an important asset for V, providing some Militech contacts that could help him, if V complete all her missions, and some Militech missions, and if he was wililng to sell Arasaka's secrets for that, so there could be a new branching there.
The fixers could use more development, asking V to meet the contractors personally instead of just being a phone call and text info, so V could have some kind of personal attachment and motivation to do the contractor's jobs.
So, for me, the game can be considered short, but not due to play time, but mainly because some important characters were lacking development.