Not exactly encouraging, given how that would contradict what several of us thought was "promised" or alluded to.
From a technical standpoint, development costs and time do get tremendously higher if apparels were to have dynamic stats since the data structure of every piece would either need to accommodate all possible combinations/enumerations of stats, or another system would need to exist on top of stats to handle aesthetics. It'd require a bigger back-end framework.
Given the number of delays and CDPR's good reputation of high-quality, optimized programming, one would think the studio has it all figured out. I suppose I'll have to lower the difficulties a bit so I can enjoy combat while looking good~~
I don't have access to Cyberpunks code, but from a Technical point of view...
A very simple way to keep the stats for one shirt whilst showing the model/texture for the shirt you want to see:
if player.shirtstyle != null
{ player.shirtsprite = player.shirtstyle.sprite }
else
{ player.shirtsprite = player.equippedshirt.sprite }
That's just one way... There are numerous other ways to do it.
For instance, you make a script that creates a new shirt with whatever stats / sprite is needed - a process that already exists since that is exactly what it is already doing to create every item in the game from a database.
It's not like every single shirt is hard coded or anything...