How much navigation do you do in real life without some form of navigation assistance? Do you always get clear, precise directions on how to drive everywhere from people? Or do you end up using something like Google maps or a GPS?
Same thing applies here.
It's not just about "realism", it's about
psychology behind what makes exploration rewarding/addictive/etc.
Good exploration is more than just coming across "stuff" every 45 seconds. By using direct and
satisfying visual/audio stimulus, you create addictive loop that makes the player do it, again and again.
The same applies to good loot systems.
Has no one noticed how oddly satisfying is that sound when gold hits the ground in Diablo? When you stumble across some vista in Skyrim or finish a dungeon, that sound that briefly plays like? Or interesting way in how Zelda places Korok seeds for player to discover?
I'm pretty sure if you ran a neural scan on player's brain, you'd see an endorphine spike.
Minimap strips player attention of all of that, turning whole thing eventually into busywork.
It's the difference between a Rockstar/Ubisoft/CDPR exploration ( that just places things inbetween every x meters) and Bethesda/last Zelda that relies on audio and visuals, placement to always tease the player.
Also exploration in Night City should have a certain feel to it: danger, unpredictability, opportunity, etc. Walking around the narrow alleys at night, should feel
intense, never knowing what's next around the corner.
Good Sound design in particular is important here, to grab player's attention and in sync follow mood swings: intense/violence, relief, discover a secret, levity, etc.