But his romantic interest is going to die soon.
Yep, just as Jackie, Dex, and several other non-main characters die in CP2077, all of which I have no problem with. There's a MASSIVE difference between the death of someone who means something to the protagonist, and the death of the protagonist themselves.
I love that they don't give us the easy out. The whole story is a very cynical take on why and how certain people have power and also a very cynical take on transhumanism. The original sin in the main plot is Saburo Arasaka wanting to essentially become immortal. That idea of "beating" death is literally his impulse the game is (in part) critiquing. The idea that when we try to play God and transcend mortality, it all goes awry. I think it's unlikely to be a coincidence that the one ending where V tries to survive at all cost by trusting Arasaka is - I think - by and large considered a less favorable ending for V. Acceptance of mortality is a healthy thing, even in video games. No matter what V does, her body can't live forever.
I didn't ask for an easy out, nor did anyone else here. My own statement from the reply you're quoting (selectively) here states the following:
"This is to say that, no, I do not expect a happy ending in the sense that V becomes filthy rich and retires to a mansion on the beach with their love interest. I do expect that V survives, for more than 6 months, and continues to live out their life on the fringes, pulling dangerous jobs and all, until she, most likely, catches a bullet at a relatively young age. I don't expect paradise. I do expect no random, automatic, arbitrary death clock."
Which part of that sounds like an "easy out" to you, really?
Making the player deal with that and still choose how to proceed knowing death (in some shape or form) is coming soon - that's very interesting to me. Not something that video games do a lot.
Of the last 15 RPGs I've played, 14 of them killed the protagonist. The lone exception was Borderlands 3. Killing protagonists I have become emotionally invested in is so common, it's practically a pandemic now. It has exactly as much novelty in video game scripts now as the ending to every Mario game does.
Her death doesn't make the things V has done any less impactful. The protagonist doesn't have to survive for there to be meaning in the things they did and the story that's been told.
Except it does. The entire point of the setting is that V can impact other characters, even other corporations, but Night City is like War in the Fallout universe - it never changes. V's impact is always limited to her fortunes and the fortunes of those she directly contacts, and in a world as dense and vast as Night City, that's a tiny slice even across the span of a lifetime. Just about the only place V's decisions should make a real impact is on her survival.
And they don't. In the end, we spend 3/4 of the game doing everything in our power to save her, and she dies. That's not deep writing, it's lazy writing. It's very obvious what happened here. CDPR wants a specific ending - I'm guessing most likely to make writing a sequel somewhere down the line easier - and they found a way to railroad us into it no matter what. I'd be fine with that if the game wasn't sold as an RPG where player choice matters.
But it was. And if it wasn't, I would've never purchased the game. If I wanted an on-rails story with a preordained outcome where none of my choices impact the ending, even for my own character, I would've bought the next Call of Duty instead. The gunplay would've been better and it would've launched with fewer bugs.