As noted above, special cases and one-offs are generally few and far-between: e.g.
Combined with high player agency, this also enables the Unexpectedly Realistic Gameplay characteristic of the genre. Interactions between various game subsystems facilitate emergent combinations thereof that the developers did not explicitly code into the game. Immersive sims also tend to recycle previously introduced elements and obstacles in new and different contexts. The game is governed by global rules, properties, and mechanics (such as the Physics Engine and NPC Scheduling) that work consistently throughout, with minimal use of systemic exceptions like Scripted Events, one-off animations, and cutscene setpieces. To avoid overwhelming new players, the designers may offer some entry points and starting suggestions, but these are never rigid paths to be followed for the rest of the game/level.
Instead, they are expected to explore the environment, to assess their tools and resources, to make plans, and to adapt them on the fly in order to reach their objectives, relying on creativity and improvisation rather than on guessing the 'correct' solution.
Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow.