The other thing, now that I think about it, is that a medieval-style open-world game where the population is supposed to be sparce has a lot fewer "moving parts," so to speak, than an open-world modern city game like GTA.
CD Project delivered a masterpiece in the Witcher 3, but again, it was excellent in terms of it's story and characters. It's not like the world was anywhere near the interactivity-level of GTA5, which had been released 2 years prior to 2015's Witcher 3. In the Witcher 3 you could go up to any number of crates and "loot," them. You could walk up to a plant and "loot," it for it's flower. In what other way could you actually affect the world state via your action? Not really any, and that was ok. The world changed based on plot decisions, not the physics engine. Even most of the NPCs in the Witcher 3, in towns or whatnot, maintained their static posts, and when you re-visited the town, there they were again, telling the same story as when you were there hours before.
GTA/Red Dead are far heavier on the world-details, and always had been, in comparison to the Witcher 3/CP2077. Like localized damage to cars, bullets splashing in water, the char from flames on a building after you throw a grenade, etc. Where the Witcher 3 was better was with it's story, plot, dialogue and acting.
In a CITY-based open world, people were definitely expecting what they had seen in an open-world city before, ie, GTA5, or even better than that, and instead they got worse. On top of that, the writing, story, and acting, as I said before, were all worse in Cyberpunk than in the Witcher.