You can win a fight in GTA 6 without killing anyone
Suppressive fire, intentional misses and intimidation. Rockstar has built a way through some encounters that does not end in bodies, and it fits the police system exactly.

Rob Nelson has described a non-lethal route through combat in Grand Theft Auto 6: suppressive fire, meaning deliberately shooting near a target rather than at it, to intimidate or disorient them. In some situations that is enough to get through an encounter without killing anybody.
For a series whose combat has been fundamentally about volume of fire for twenty-five years, that is a real change.
It is not a morality feature
The temptation is to read this as Rockstar adding a good path, and that reading is almost certainly wrong. The studio has been explicit that the Criminal Profile is not a morality meter and that there is no virtuous branch to steer toward.
What this is instead is a tactical option that interacts with the systems around it. Consider what the game already tracks.

Why a body is expensive now
The wanted system builds a case out of evidence: your face, your clothes, your car, your weapon, your partner, any camera that saw you. Under that model, the difference between an armed robbery and an armed robbery where somebody died is not a moral difference, it is a difference in how hard the state comes after you and how long the evidence stays live.
Focus, which slows time and marks limbs in yellow separately from lethal zones in red, is the other half of the same design. The game gives you a precise way to disarm, and a loud imprecise way to scare, and both leave the room with everyone alive.
Put those together with the reported three-tier store robbery system and you have something the series has never really had: a robbery you can do quietly and get away with, as a distinct skill from a robbery you shoot your way out of.
The Red Dead lineage
Red Dead Redemption 2 did this first and it changed the texture of that game considerably. Disarming shots, intimidation and defusing meant a large number of encounters could end without a killing, and the ones that did end in killing landed differently as a result.
Bringing it into a modern setting is harder. A revolver at ten paces is an intimidation weapon in a way that an automatic rifle across a car park is not, and the thing being described here is closer to a fire-support mechanic than a stand-off.
What is not known
How often suppressive fire actually resolves an encounter, whether missions are built to accommodate it or merely tolerate it, and whether the game tracks a no-kill run in any way have not been shown. This comes from an interview rather than from footage.
Sources
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