What you say doesn't work for rich characters, cause you can be rich from start.
But maybe you are using some house rules, and it's ok, but in a C2020 P&P game following the rules of the game you can start rich.
Last possibility: You are the kind of GM which lacks any form of roleplay liberty, playing favorite with players who goes the way you wants and striving (well, in C2020 I should more say "striving more than usual") against players who doesn't goes your way. Then I would not play with you, because those kind of GM also tend to be kind of moody when I prefer having a good time while playing (and I precise that me "having a good time" as nothing to do with my character having a good time, just that the atmosphere around the table should be about people having a good time together).
Sure you can start rich, with your 10 points in your special ability, it's not a house rules, it's actually applying all the lore, and using the rules to push it, not the otherway around.
I had a friend who started as a 10 corpo, head of his own corporation.
No problem, I just followed the mood explained in the corpo books, you can see there that, if you're a street punk, other punks will pick on you, here, if you're a big corporate, it's other corporations that'll pick on you (to steal you contracts, infrastructures, and just eat you to get bigger).
Just as in real life, sometimes you win, and some other times you'll stumble other someone way tougher than you, and you'll be eaten, and that's what happened to him, he had his place burned down (luckily escaped a trap) and got all his life turned upside down and ended in the street, then teamed with other players to get revenge (roleplay included, etc...).
The whole plot was that a bigger European corp (that was barely known here in US) saw his corp and wanted to get it by obscure way (crushing it down and getting back it's knowledge for them), simply because it was way cheaper than just having a meeting and buying them the knowledge.
Now, sure my corporate dude started rich, with his brillant sallary, but do you think he kept it after having his whole corporation crushed down? Nope, it lasted a few games, he spent it all in fancy stuff ("hey guys! I'm rich"), and then just had barely anything and slept in coffins, but that was a MOTIVE for him to push back up, just like it's a MOTIVE for the lower punk to not deal with street dirt any longer.
I do put a lot of roleplay actually, but rules aren't "stuff sets in stone", like in Monopoly.
I let my player set his corporation and gave him all the freedom he wanted (things I grant all my players the same way), now, with all that, I just sets it in the dark and ultraviolent lawless world of Cyberpunk (in which people just wants to eat you up, it's not a house rule, it's explained all over the source book).
So yep, you can start rich, but the trouble will be way more intense, what for a street punk could lead to a knife fight, for a high end corp, it could lead to a global corp war or just having bombs placed at the right time-right place by the enemy.
Sure, if you play a detective, a cop, in a kinda middle-class area, you can play the moody card and all, but if I've a corp, and a few solos and a rockstar, I'll have to adapt to something more rock'n roll... Just because it's way more interesting for them, we're not playing "The Sims", have my corp have meeting and paying taxes all game, it would be boring (even tho we do have those things and love to roleplay those), but since it's cyberpunk "it has to go wrong at some point".
Look at Hardwired, Neuromancer, Snow Crash, etc.... Even Ghost In The Shell, or Akira.
It all works like that, plotwise, you start with a "stereotype" (with the salary, and special points), you have your CEO corp, your street punk (akira), your cybercop (GITS), your panzerboy (Hardwired), your top notch netrunner (Neuromancer),etc...
The story starts, following his daily routine (Robocop : Murphy being a cop, doing cops things), and then BAM, the world falls on your face.
Case thought it would be a good idea to accept Armitage job but never knew it would put him in such messy dangers, Cowboy in hardwired had to get underground because a whole corporation wanted him dead, just because he was in the wrong job (which was just a routine one, from his/your point of view), Murphy never asked to be put in a microwaved called "Robocop", and had to deal with all the nasty stuff from that.
It's all about the world turning against you, YOUR world (Case, the netrunner, who thought he could own the cyberspace had his ass handled by the meaniest AI ever), revolves and you go to extreme oposite all the time.
Extreme calm to extreme violence, extreme poverty to extreme richesses, etc...
It's what Cyberpunk is about and I DO let my players all the freedom (and even way more) all the time, but we're set in a world, and IMO, the setting goes over the rules you start your character with, you start your character a way, but then he lives his life in Night City, and there, everything can happens.
You can be set in an apartment complex, during an investigation, with very heavy moody roleplay, the sun slowly fading throught the windows as all the tech slowly glows in the dark.
You then decide to leave the place to go get some ramen, Blade Runner style, but since it's Night City...
There are huge chances that, rolling a random encounter, you may, just by getting out of the building, stumble over a boostergang streetfight, blasting some hardcore punk on a cyber-ghettoblaster and you'd be stuck in the middle the loooongs minutes before Police comes to put the bodybags out.
(If you're playfull, add a few citizen shooting in, turning the whole thing in a riot and have your character trapped in it Escape New York style. Your characters didn't ran when they could? Too bad...
You can imagine an emergency system like in Dredd 2012, blocking every access and some people really pissed about the punks doing their crap every weeks and you'be stuck in it.
Is it your player's fault? nope but it's what a "living" world may feel like, sometimes you have to deal with unexpected things that goes beyond your control and have to adapt)
Now you can flee or fight, you're free, but the world will keep moving the way it does, the character you play is "among it" not controlling it, that's how I set it, the setting is so rich and interesting, you can't just limit it to a simple line and dark athmosphere, you're free to do whatever you want to do, but the world is as it is, having a 10special ability as a Corp, or a Cop, or whatever, those are just "skills" in which you've some inner talents for, but it's not because you're a super CEO that you'll keep getting paid if you live in a cardboard (which always happens at some point, it's cyberpunk), and even there, you're not "stuck" in the bottom, you'll do a few jobs to get new skills (guns? melee? or anything), and get some cash and keep the story going to get your revenge or get back up to the top.
There are no "high" if there are no "low".
Cyberpunk is sets in our real world, even if you're the smartest person in the world, just hangging up at Apple's HQ and asking them to hire you as their new boss, they'll most likely be "Who the fuck are you?... Security?".
So, you have to flesh out all of that, just to make the player feel the world, not just random numbers on a sheet of paper.
Now, you're 100% free, but each player, having the same character, like a 1 vs a 10 cop, won't have the same gameplay.
A 1 should be a low grade cop, dealing with all the ugly street stuff, a 10cop should have to deal with the corruption and corporate level of police stuff...
Now, you're a lvl 10 cop (special ability), Night City is controlled by corporations, Police is officially not, but unofficialy "kinda", they're happy to have some "bonus budgets" to close their eyes on some stuff, given how shitty the job is, it's understandable.
Then, if you keep it realistic, you can either get corrupted, but a pirate media will most likely expose you at some point (that you want it or not, you're a big fish choomba) and you'll have to deal with people's outrage (getting spitted on in the street, etc...), or you can go against the corruption, but then the Corps will probably want you dead and replaced.
You can also try to ignore both, but since it's "how things works", well... You'll always have to deal with it at some point, at different level and will have to do a choice about it... And that's how your "lvl 10" cop, can go from the top to the bottom in a matter of a few choices.
That's freedom, but the whole world has it's freedom too, which sometimes (often?) works against yours.
Well, that's just how I feel the game was aimed to.