No. However, "open world" can be done well, or relatively poorly, and it can certainly be done better than it ever has been done, so far.
Usually, what people dislike when they talk about this is unnecessary and tedious travel, simply to advance their current goal; I like being able to set out on foot and head for a distant landmark, and find that I eventually get there, potentially discovering new things along the way, but when I don't want to take in the scenery, it's nice to be able to just "travel" and arrive, so that I can get on with what I want. Some sandbox games have made the mistake of forcing players to basically walk everywhere, like some sort of incredibly rich and powerful hobo. Others, even when they avoid this, still make travel take entirely too much PLAYER time, for no real benefit. In practice, this is not a hard problem to solve, by simply allowing players to travel from a known location to another known location, with some in-game time passing, and a "random encounter" chance, if it really must.
Another failing in a lot of the implementations of "open world" and "sandbox" games is there is just too little in the world. This is understandable, filling it out properly takes development time that is not spent on other aspects of the game, which they consider more important. However, you cannot simultaneously sell your title on its "open world" nature and also relegate it to an afterthought in the development.
Fallout 4 seems to be a whipping boy for this, and not without reason; it's a great game, and it is certainly "open world" and "sandbox", in that you can basically walk to wherever you want, if you really want to, and you can completely ignore all of the "quested" story, too (side-plots included). You can even, if you are canny, avoid combat encounters along the way, and simply turn it into a walking simulator. However, aside from the odd abandoned building, with old world relics, there is largely nothing out there, anyway. For the Fallout universe, this is somewhat defensible, since it's a post-nuclear-holocaust world, and logically there should probably be even fewer things and people to run into in the wilds, actually. Nevertheless, as a model to aspire to, it's probably a poor choice, especially for a game like, for example, Cyberpunk 2077, where we're talking about a vibrant, living, densely populated, industrialized and highly evolved location in a setting that teems with people who cannot afford proper housing, and where real estate is valuable and fiercely guarded/disputed.
Another thing that is missing from Fallout 4, and would be critical, in my opinion, to a realistic open world version of Cyberpunk, is independent actors. In Fallout 4 nobody seems to really do much on their own, aside from the Raiders (who just attack you, and later your settlements, which is logical, but hardly impressive), but in a realistic, well-populated world, people should go about their business regardless of what your character is doing, unless you directly interact with or disrupt them. At 8 in the morning, people should be well on their commutes, from suburbs to wherever they have to physically be that, day, bums should be finding places to hide from the corp-cops, said cops should be changing shifts and the dayshift coming on, patrolling the streets to make sure good corporate citizens are going about their business in a safe, and orderly manner, etc, etc. Equally, by 11 at night, the streets should be filled with people out for a good time, street criminals should be plying their trades, the nightshift cops should out and about running down the usual suspects and harassing the scum, and so on. Fallout 4 never really had anything like this, to make it feel like a real living world, and in many ways that wasn't too bad, because the whole setup was that it was basically a broken world, and you were ultimately going to make big changes as you popped out of your vault on a crusade to set things right (however you chose to do so).
For me, if CyberPunk 2077 wants to work, this last part is more important even than being open world, but if it does do open world, it absolutely must carry this through into all of the open world; I am not saying that every square inch must be filled with incredible NPCs waiting to give me sidequests, although every square inch should be doing something - even if it's just a corporate wasteland, where they store their trash - and it's not enough to just have a main "hub" which is very detailed and than a bleak but pretty nothingness everywhere else. That would destroy immersion for me, because it makes no sense, and it would be a wasted opportunity.
In many ways, I am echoing what has already been said, in that all of the game world needs to have gameplay and ambiance appropriate to the game mood, not simply be a few spots where the game happens, and then wilderness, whether wild or urban, where nothing happens, excepts perhaps repeating spawns of enemies.