This thought occurred to me while playing CP2077, but it's prevalent in a TON of games - instant kills by sneaking up behind enemies.
I usually play stealthy if given the option, I find it more fun than just wading through people in an ocean of blood, but this mechanic is almost game breaking in most places it appears. No matter how outgunned you are, all you have to do is wait til the enemy NPCs backs are turned for an instant, low-risk kill. Sure, some games make you grab them first before the kill, leaving a slight window where you can be spotted by another enemy or whatever, but with the tiniest modicum of planning that risk is almost nil.
In the case of CP2077, the stealth kill is available right from the start as well, so for someone like me who likes to play the stealthy way, there's barely any reason to spec into any other shit (except for the abilities which make it easier for me to sneak around dudes for the instant kill, lol).
If instant stealth kills weren't a thing, there'd be much more challenge in trying to ACTUALLY be stealthy, i.e. sneaking around enemies without killing/incapacitating them, completing your objective, then sneaking back out unseen. Of course, there are some games that reward this playstyle (MGS for example). But plenty of other games (including '77, not trying to dunk on it exclusively it's just freshest in my mind) will give you bonus rewards for "not leaving a trace behind" (i.e. not having a combat alert) when you've actually left a trail of snapped necks.
I don't really know what I'd like to see instead - I guess games where there's better application of stealth are usually ones that are designed with the stealthy playstyle from the ground up (the Arkham series, MGS). And I appreciate they're trying to give you a reward for creeping up on people, but like I said, it's almost game breaking with its effectiveness in most games. What do y'all think?
It's not feasible in games like Cyberpunk. Stealth has to be balanced with guns-blazing gameplay. If you make stealth significantly worse then almost everybody will just start shooting instead. There will be a small group of people who'll do stealth basically regardless of how good it is, but you can't game design around a small minority of gamers. The best you can usually do for this type of game is add basic option stealth gameplay that smoothly transitions to FPS, i.e. you can snap a few necks to start out with and then start shooting when the alarm gets raised.
Stealth gameplay is especially hard to design because it requires a lot of effort in level design. You can't just design the stealth gameplay-loop once and call it a day, you have to integrate stealthy gameplay in every area you add. This is why you can't add good stealth to every game, it's too labor-intensive to add if only a few people will benefit from it.
This is why just about all the games with good stealth are dedicated stealth games. You design each area with stealth in mind since that's how all the gamers will be playing and you make your combat options shitty so you're forced to play in stealth mode the whole time.