No, CDPR created a city with a police force. It is then on them how well it is implemented. Personally, I play as a "good guy" and wouldn't be drawing the attention of the old filth, sorry I mean police officers, but that is not the point. I find it baffling how some will try to excuse this. The game itself makes a big deal about the NCPD and how the game launched is unlikely how the police would have been implemented had the developers had time to finish their work, so this just amounts to making excuses on CDPR's behalf.
Any believable story with a basic civilization needs to have within its lore a concept of police/law enforcement. That is not an optional thing really.
there are tons of games with police, cops, guards, and security that don't heavily interact with gameplay. By your specific standard any Rpg game set in a civilization that has police needs to have a robust AI system, with pathing and tracking. This is not a realistic expectation, this would be a specialty of a specific genre of game. The real truth? in a realistic city, the cops would almost never interact with a crime within 5 minutes, unless they were already watching. The whole concept of gta type police mechanics is a gamefied fiction to encourage the primary gameplay loop. Its a fantasy cops and robbers game.
The real way ncpd would interact with a criminal. would be showing up at their general known locations(or tracking them with tech) with superior force and arresting or killing them. probably hours or days after commiting a crime. This would be horrible within this gaming framework. V would die in prison or in a shootout when they went home, or to see Vik or Mama Welles, probably with no memory of what specifically they did that caused it. The only way to have cops actually discourage players from wanton killing, and show some token existence of police consequences to open crime, is pretty much the way they did it.
1) it needs to happen within a very short time of the infraction, so the player knows what caused it
2) it needs to have no real benefit, and actively obstruct the player
3)It needs to have a high chance of ending the game, because if it does not, there is no long term in this game.
Unless they were trying to build a cops and robber fantasy gameplay, direct conflict with the police needs to be quick, and end the game quickly. Building complex mechanics that take time and lead to incarceration or death 90% of the time would just be bad game design.
Even if they had the technology and resources to add those type of mechanics, it would only really make sense if gangs and enemies, and maybe smaller corps used it.