Although I do have to point out that the more I try to explore the game and sort of "peek behind the curtain" of the open world illusion, the more it becomes apparent to me how the developers prioritised the storytelling over actual sandbox exploration. As long as you stick to doing quests, the agglomeration areas of the game will give off a fairly convincing illusion of a bustling metropolis, with only an occasional, weirdly placed piece of architecture here and there. But once you start going off that beaten path that quests take you through, and start poking around in places where the developer clearly didn't put as much attention to detail or logical design, a lot of the places in the game start to look like some liminal space nightmare, lol.
And it's not even that difficult to wind up in those areas at all. I was just poking around one of the rooftop areas in search of the tarot card graffiti, when I decided to do a little parkouring in between tightly situated buildings. But then after just a few safe jumps, I found myself in this weird squared courtyard area situated in between a few tall buildings, and nothing really made sense in there from like an architectural standpoint, and it looked more like the back of a cardboard set.
It's probably not something that would ever be fixed but I gotta say that now I'm kinda inclined to avoid poking around so much, because I just don't want the illusion to be shattered, lol.