It's not just noise, there's a whole laundry list of issues with raytracing.
You can't have degenerate triangles in any mesh because raytracing can't handle those.
You have to find a solution to the "fireflies" artefacts in a scene. This is not the same as noise, they're little specks of bounced light from ray that found a lightsource when they shouldn't have, so they become little white spots in the scene.
Caustics is also a major problem for raytracing. For anything related with water, Disney uses photon mapping instead.
Cyberpunk gets lots of money and help from Nvidia to find solutions to these raytracing problems. But I can tell you with confidence that the average game developer has no time, money, or desire to do all of this.
I loved when Nvidia introduced raytracing and sites like PCGamer and DigitalFoundry said it was easy to implement because "that"s how light works"...not sure what they were smoking when they wrote that, but they have clearly never implemented a raytracing algorithm.