My experiences with multiplayer vary a lot. In persistent virtual worlds like Entropia Universe (no single player game) the dynamic lends itself very well to ad-hoc team or society team hunting and exploration but also allows complete 'solo' play without the slightest detriment. The same was true for Hellgate London where the same excitement of single player was easily realised in a group setting where random, ad-hoc teaming, alliances and missions were all rewarding and the joining mechanics were easy.
I am not a fan of any of the 'battle royale' style games, and dislike any environments that dash initial players hopes, and are taken over by the griefers and noob kill frenzy merchants who just dominate the feeling of despair. Similarly some multiplayers have attracted a population of immature players who spend all their time pogo hopping, photo bombing and trashing the scenery. It's not always malicious monkeys though, but even in games like Conqueror's Blade, you inevitably spend half your time in game being pushed aside by people duelling in town areas, or riding horses over your head and the 'noise' blots out the game sounds.
I do fear that in multiplayer Night City the car or bike will become that pantomime stunt horse and it won't just be NPCs that are constantly being shunted by speeding, rolling, crashing traffic driven down the pavements or off rooftops. I don't much enjoy the vision of a 'mischief making' cadre of players making the world a mobile kamikaze arena while you're trying to do a mission. There would have to be strict rules on PvP areas being totally separate to 'safe' areas where although you still face danger from NPCs and combat hazards you did not have to fear being killed by other players at every moment of the day. This might mean changing the Police mechanic similar to the type of structure used in Eve Online where the system regulates PvP not PvE, or having designated PvP regions with appropriate security level warnings.
Often a lot depends on how you can set up, join and benefit from team missions. In Conqueror's Blade for example you spend a lot of time simply 'waiting' for the clock to tick over into the next battle slot. I don't play any 'Command & Conquer' or Modern Warfare style games so I do not know how the multiplayer experience works in those.
I quite like cooperative games, even in simple offerings like Astroneer, being able to play alongside a friend or two is always fun, and I could see how a 'buddy' system like that might work in Night City which is otherwise a lonely gig in Single Player.
I play Skyrim a lot but only single player, heavily modded game with a team of custom mod followers, but never tried the online version as it would seem too flat to go back to their vanilla world, when you have lived in a private game world with over 300 mods.
As I am already using well over a dozen or more mods in Cyberpunk, that same re-entry situation might apply but I am curious to see how it might be organised, IF it ever happens. The other thing with me is I do not enjoy having to 'start again' with a new character. I nearly always play one character only per game over many years and never start new playthroughs and I am sure you won't be able to carry your single player character over to multiplayer.