I share suhiir's approach on the subject.
I don't avoid PvP games completely, but I've found that multiplayer tends to bring the worst out of people. What's worse certain players can go to great lengths to do something gamey, only to get advantage over their opponent(s). This - in turn - breaks immersion and is not fun for me, because causes tendency for others to follow that path to remain "equal". I heard stories from "DayZ" and they burnt into my mind. I was thankful that STALKER was released without such multiplayer. NPC scavengers, bandits, etc. were enough for me. Without better equipped players hunting down those worse equipped or camping "good loot spot(s)".
I'd rather prefer cooperation over PvP and no PvP over bad one. I don't think that multiplayer would work out well in "Cyberpunk 2077" without strong reason for players not to kill each other "just because". Even if there would be something like C-SWAT (responding in case of PvP firefight within public space of the city) for dead player it would matter not and cause mostly frustration over being killed, because they couldn't avoid such "confrontation". You can explain this with cyberpsychosis and the like, but with permanent death and loss of all progress (unlike in "EVE: Online", where you can buy yourself a clone and insurance for ship) I am certain some people would troll the others "just because". I wouldn't mind the multiplayer aspect of the game if I could ignore it by setting myself to "no-PvP" status though.
Still, I find multiplayer-avenue a dead end. Everyone wants to follow the route of Blizzard and have a successful MMO of their own, but from what I've seen this brings an end to most such over-ambitious ventures. Take a look at what they did to "Elder Scrolls Online". "Skyrim" had great atmosphere, freedom and believable world (NPCs responding, better or worse, to character's actions) that was creating an illusion of being alive. It was another in a long series of Bethesda games, all done in similar way. I thought they should stick to singleplayer aspect of it (offering great single-player experience) and was saying that this is why their games are being so successful, although they are purely singleplayer-oriented. Instead they tried to go MMO. The results are for all to see.
They said there will be multiplayer aspects. I think it'll be something limited, like ability to contact between players in-game via low-level netrunning (e-mailing?), perhaps being able to see "people" in cyberspace the way you see other players moving in the world of "Dark Souls" or netrunners (real players) taking minor "commission jobs" from other players (like: "Do [whatever the netrunners do and could have market value]. You have [X] days and [Y] hours or someone else will take this job"). That kind of stuff. Something small, but enough to put "multiplayer features" on the back of the box and probably justify the existence of netrunner as a separate class who should be able to earn his living without moving out of his apartment.
That gave me something to think about... If each class can offer certain service (Solo: liquidate these guards, Fixer: buy ill-gotten goods or deliver not-so-legal stuff someplace, etc.) and game make this a sort of side-missions then it would achieve a number of functions: be of value for both sides (buyer of services and seller of services), be fun (you have "a job", of sorts) and be completely voluntarily process you could ignore should you decide so. This way players could cooperate and "interact" with the world of other players while remaining main characters of their own story.