Okay, so this has been upsetting me for a while. So, rebinding the keys... firstly, most people use the E key to interact with things. It's a staple of many MANY first-person games and very comfortable for people that don't want to re-train themselves for one game when it's different for every other game they'll play. The problem is, there's like four different instances in which the controls in this game completely change and need their own bindings, that includes the UI keybinds. So, in exploration, you can change your primary interact key from F to E, and you can change the Exit Car button to holding E as well. However, in the UI keybindings, you can't change F to E, the binding fails every time. This is annoying, because so far as I can tell, the UI Keybinding is the only thing I haven't changed, and yet Elevators still require me to press F to hit the buttons. So I've come to the conclusion, they must be using the UI keys. Since I can't change that, the only thing where I can't press the E key to interact with something is in the elevators and that's annoying. First, it's not something that should be hard coded like this, we used to be able to change this in a .config file (that changed one of the previous updates), which tells me it's not something so fundamental that you can't change it without risking just destroying the game on a foundational level. It's a key bind, we should be able to change that.
Another thing that bugs me is their insistence on having a separate key for absolutely EVERYTHING. In what case does someone want crouch to be both a toggle AND a press-and-hold action? Anyone else would be expected that you want one or the other and just include a switch you flip in your controls for having one or the other. Not CDPR, apparently. They have a separate key for both toggle-crouch and hold-crouch, meaning that changing one requires you to change both, and having to figure out which button on your keyboard will never get pressed so you never accidentally use the other when trying a different action, such as a skipping dialogue or something (just an example). Again, there's times I feel like this game is made by people that never played games before, certainly never played a game like Cyberpunk 2077, for which there are dozens of examples to follow. It wouldn't bug me, if these hadn't been issues from the start that sound so trivial to fix that I don't understand how it's not been done yet or at least not been done like anyone else would do them. There's doing it your way and then there's just grating against conventions to seem unique or because you're too lazy to do it right. Please PLEASE sort this basic functionality out.