Think that's a good point @
thkthk12 makes and it touches on a wider issue with Cyberpunk 2077's identity in terms of game genre - it feels confused to me. It isn't a proper RPG where you get to make meaningful choices around your character's identity particularly/at all, or that affect the world around you in too noticeable a way, many of the "choices" only affect how much of a reward you get from a particular gig, or in rare examples, which ending options you have available.
it also isn't a Diablo style looter RPG in which continued interest and replayability value is derived from the random nature of the loot system and the way you obtain loot - until the recent addition of primal ancients that drop with max stats in their affixes in Diablo III, there was likely always a better version of an item in your build out there, so it kept you coming back even if you didn't want to switch your playstyle around by switching builds. If you did want to try different builds for your class, or other classes, that's just more reasons to come back and farm all the component items for a particular build, and randomised dungeons/monster abilities add a bit more to the experience.
In terms of a lot of ways Cyberpunk 2077 is designed, the randomisation of loot was actually anathema from the start - your character's attributes are static (you can't switch your character's build around in the same way games like Diablo III allow, because the attribute points you choose are locked in as you level - you can switch perks around with Tabula-e-Rasa, but that feels more like an error correction mechanic to me than a proper build changing mechanic - there are plenty of ways to get more perk points even after you hit max level, so if you wanted to max out different trees linked to the attribute points you've chosen, you could do that without buying the perk reset item. If you want to try a build that requires different attribute spread, you have to start a new game); your dialogue choices are static and don't really impact the world at large, which is also static (no dynamic generation of new gigs, no real interaction with the gangs/street cred/police/trauma team/corporations or reputation style mechanics), so why should equipment be anything other than static?
Don't get me wrong, having mechanics to make things feel more dynamic and interesting are important and I think a static loot system isn't that appealing (much more 'endgame' content such as being able to build reputation with specific gangs/get involved in gang warfare, or do extra goody-two-shoes missions for NCPD/TT if you wanted, with all the rippling affect that would have on your reputation as a solo, as well as random loot rewards tied to these would be closer to my preference for the game and what I expected of it), but static loot fits more closely with the current identity of Cyberpunk 2077 as a game to me.