GamesRadar's GTA retrospective has me thinking about what freedom really means for GTA 6

Saw this GamesRadar feature about how GTA has defined open world gaming from the PS1 days to now. It's a quick read, basically a love letter to the series' evolution, from the top-down chaos of the first game to the ridiculous scale of GTA Online heists. Got me all nostalgic and then immediately hyped for November.
What hit me is how each era of GTA gave us a different kind of freedom. The 2D games were pure sandbox mayhem, you could steal a tank and just go nuts. Then GTA III dropped and suddenly the city felt alive, you could just drive around listening to Chatterbox for hours. Vice City added that style and property ownership, San Andreas went full RPG-lite with stats and a massive map. IV grounded everything, and V gave us three protagonists and a world that felt like a playground.
Now with GTA 6 we're getting Lucia and Jason, the whole Leonida state, and what looks like the most detailed Rockstar world ever. I keep wondering what "freedom" will mean this time. Is it just a bigger map with more interiors? Or are they gonna let us approach missions in totally different ways, like a real criminal couple would? The trailer showed them robbing a diner together, so maybe the partner AI is the new freedom, not just the map size.
I'm also thinking about the stuff we lost along the way. San Andreas had gang territories, IV had that weighty physics, V had the stock market. Some of that didn't carry over. I hope GTA 6 doesn't just pile on features but actually makes the world react to what you do. That's the real freedom, when the game acknowledges your choices, not just lets you drive off a ramp.
Anyway, the article's a nice trip down memory lane while we wait. What's the one thing from older GTA games you really hope makes it into GTA 6, even if it's a small detail?
Source: GamesRadar+ · Curated content.