Witcher 3 quest structure is highly compartmentalized - its just very cleverly ordered so you don't see the ways in which it is linear.
For example, Yennefer never meets the Bloody Baron or any of his family, so the Baron's quest, the first meeting with Yen and the second meeting with Yen on Skellige are compartmentalized in location and time to ensure they never run into each other Therefore there is no need to build out contingencies for scenarios where the player does something that would cause both of these characters to meet.
Cyberpunk is different in the sense that the missions are shorter, but much less compartmentalized and there are more little vignettes when you do things "out of order".
For example, if you kill Jotaro before Disasterpiece, you get additional dialogue with Judy, who finds out it was you who did it. It also slightly changes how you find the XBD dealer, because you already know one of his suppliers from The Oh-ho club's computers.
When you are doing recon with Takamura in Gimme Danger, if you joke about him going out for take out pizza, the following morning with the Bakeneko, you can see the pizza boxes on the ground so he actually went and did it! If you don't make the joke, the pizza isn't there.
Johnny also has a surprising amount of reactive dialogue, even in nondescript gigs, which is a real design challenge because hes in your head all the time, so if you do something in a freaky order, his reactive dialogue needs to make sense.
The game is full of little things like that, which I didn't notice until my second playthrough, or some eagle eyed player spotted it, thought it was cool and posted about it.
Both Witcher 3 and Cyberpunk's stories are linear, and they have to be because if you want the big feels, you have to do things in a certain order and build up to it. I like both for different reasons.