There are many games that have a level of interaction of the world that spices up the open world. Bethesda games for example ((excluded fallout 76)) are often games you can lose yourself is. There is a bench. A chair you can sit on it.
Red dead Redemption 2 is a fantastic example of how a thematic open world can work you can do pretty much many activities expected for the theme of the game. From, hunting and fishing to tame horses rob trains banks shops stores. Not only that but exploring pays off as the game is filled with many secret and curiosities to find.
Kenshi an open world survival rpg in another good example of good open world interaction and a living breathing world. You start a playtrough in kenshi and you never known how ti can go because the world is all simulated around you. Is a world that keeps going on on his own and not revolves around you. Yet your actions can be have nice concequences you strike down a faction that holds a city? Probably their ennemies will see that as an opportunity to strike and conquer that city. And the game is filled with little things like that.
GTA from 1 to V?
You have a working police system. YOu can see the ambulance coming if someone get hurt. You can see the firefighter showing up if there is a fire. And on top of that there is a vast selection of activities npc react accordly with the situations happening around them.
Cyberpunk 2077: Oh... there is stuff on the screen.
You can see people having implants that you will never have.
You can see benches chairs that you will never sit on outside some scripted story event.
You can see Vehicles you will never have.
All your side activities consist on PEW PEW or Stealthy hack. And the sidequests you have are so short numbered that the 80% of the game consist on gigs you can find in basically many open world FPS.
Recover the thing.
Clear out the bandit camp.
Destroy this.
Kill taget.
It does not even help the game has a shiny colorued Looter Shooter system for gear that is leveled ((Levels in cyberpunk for pen and paper fans are often seen as Heresy)) and there is no interaction outstide questing at all.
In the end the open world of CYberpunk 2077 while looking fancy is pretty much useless. THere are games that did far more with way less.
And all those story decisions they advertised?... Cyberpunk aside the endings. Is very rail roaded.
I never really cared about benches and chairs, Skyrim and oblivions world was generic.
cyberpunk the world is built into the city itself. the bathroom in a club tells you what type of music the people are interested iin. The people in Pacifica talk to each other about their subculture and values. The world tells a story if you are paying attention, just don't expect many random people in a cold hard city to have conversations of any value with a complete stranger.
and cyberpunk isn't built on clearing out bandit camps, thats the way you choose to play it. Every gig has a story, and a setting, and things going on there that make sense on their own. And yeah, gigs or jobs, for a mercenary are going to involve either transporting, killing, obtaining an item or protecting and finding people. Thats the job. These are jobs that people paid a fixer to pay someone on the edge of legal and illegal to do. They aren't random happenings in the city. In an rpg where you play a comedian, expect the content labeled gigs, to involve telling jokes or being funny.
open world doesn't mean life simulator or sandbox. much the same as a polygon doesn't mean square or rectangle.
I can see value in those type of games, but they are designed differently, with different priorities. gtav is primarily a sandbox with guns and crime.
This game is incredibly enhanced by its open world nature, the city is packed with lore, background, people living the lives you read about in other parts of the game. Inter related criminal activities. Quests that allow you to RP what type of mercenary you are, what type of jobs do you refuse, how do you approach an objective. Who do you let go, who do you kill. Who do you blackmail.
You can say choices don't matter, but the major choice of who V is as a person, what they value, what their motivation is, who they trust and what is the main character arc are core parts of any story, and often not something you can change in a videogame rpg. Because of the open world, you can define a large part of what V experiences and why and how they interact with the world.
You can have one V who was born in night city, became an edgerunner specializing in obtaining information or items with minimal killing who sought spirituality in a cold city, became friends with a digital ghost, after a job gone wrong. And gave up their body so the rockerboy ghost could live again, while becoming a digital spirit themselves.
or you can have a V born into a Corpo life who became close friends with a guy from Heywood, who saved their life and gave them everything when the corporation turned on her. Delving deeply into the merc solo life killing anyone who got in their way until Slowly falling in love with an artist in the sex business whose ex was planning to betray you and leave town. Seeing how her ex's naked ambition lead to her destruction in the city of dreams reminded her of her own downfall and losses. Ignoring the terrorist parasite in her head, She became close friends with a nomad who gave her and the woman she loves a way out of the city if broken dreams.
These are totally different stories, shaped by the choices of the players, acted out in an open world, thats where the focus of the choices are, On shaping V, and V's experiences, values, and their character arc.