The phantom liberty expansion is out now, and something to note is just how many roads and cars are in the game considering... well... how are they still burning fossil fuels in 2077?
Something interesting about it is how the game now reads like Grand Theft Auto in the dystopian future. Cars exist so you must be able to drive and shoot out of them and there must be cops and there must be traffic and... all of that is sort of meaningless in that universe. So much of the marketing is set around cars, but if they got rid of the cars, if cars weren't there, then maybe they would have put more effort into the other systems.
Maybe the broken systems just wouldn't need to be built, because so many of them are shoehorned in around cars.
EDIT: wanted to address the comments here as they are all very similarly themed:
I am not talking about the fiction, I am talking about the game design. Yes it's a dystopia but that's not why the game is buggy or boring. Having cars in the fiction means the game must add mechanics to drive and get new cars and vehicular combat. Once there's so much car stuff, the game feels like GTA, which prompts people to make comparisons, which means CDPR needs even more GTA-like mechanics. That's time which could have gone into more RPG mechanics, better missions, etc.
The only time I was talking about the fiction was in reference to how much would cost to own a car, including roads and so on. Why isn't every road pay per use? Why isn't biofuel like $20 a litre? But that would be oppressive to drive in, and because it's a power fantasy, all of that goes by the wayside.
Overall my point was that just as cars dominate the city scape of the present, so they dominate the game design of everything where cars are present.
I'm sorry but this is rubbish. It's a hellscape but also very fun and easy. The government or similar entity still pays for road infrastructure. Biofuel is cheap or free (do you ever fill up in game?). Hellscape but your character isn't effectively a chattel slave and you don't have any debt. At least have the design explore the problem. Make it so if you use a car in your heist you will end up losing money. Do something with the premise. Anything. Don't be like "whee this is fun and consequence free wow this is a corporate hellscape"
Yes, it's fun. It's a videogame. In your edit, you correctly identify the game as a power fantasy, as probably 80% of video games ultimately are. The consequences do exist in the story and lore, you do get into debt with your ripperdoc, lose your car for part of the game and almost lose your apartment. But they're ultimately not of huge consequence, because being in debt for most of the game wouldn't be very fun and is not the focus of the game. Your suggestion to have more consequences for driving is better than the "no cars" you originally proposed, but the systems would have to be well thought out. Just losing money for driving would not be a fun or interesting system. The developers ultimately put their focus on other aspects of the game, like the combat, cyberware and story, and I'm fine with that as I personally do really like the game.