Empty/abandoned = fewer normal objects you can/would interact with.
Good versatile reactive AI takes ALOT of programming (remember what a big deal they made about Half-Life when it STILL was just largely scripted events particular to the specific situation - just they had more logic than most previous games did, still fell apart very fast when you did untypical things)
Things (objects) react to other things (not just to the player) so all the cascade of interactions which you would expect if its simulating realisticly suddenly geometrically expands the processing (and overlapping flavors of special effacts).
Much easier to paint some bullet/scorch/blast decals and have standard flames without needing to have NPCs running away on fire screaming (setting other things on fire or dying in unique ways utter curses at you) and all the other reactions/interactions a human might do appropriately.
Everything costs and having alot of stuff which might amuse you to play with (like GTA goes a ways with that - but if you watch you soon realize how repetative it can be) but finally does nothing for the story plot is a waste when they have a limited budget.
Really good AI to make them interact in a sophisticated way takes even more programming and runtime computing capacity (like magnitudes more) which limits you on todays hardware (so the important 'opponents'/story characters you have already get whatever resources they do have)
SO much easier to have an empty area devoid of interactive objects which would if present have to stand around like mannequin dummies and react/non-react to whatever you are allowed to do in a similar boring/illogical way.