Really? I live in a densely packed suburb with many little streets and lanes. (It is perhaps the closet one can get to Greenwich Village in Australia.) I know the names of dozens of streets, the locations of shops and cafes and restaurants and pubs. There are different paths I can take to get from one place to another depending on my mood, my sense of how much traffic might be about at a given time of day, whether I want to check out a particular piece of street art or remind myself of a particular interesting or beautiful building.
I see people on the streets and in the shops whom I recognise, some of whom I know.
Playing a game in the way that you are advocating does not give me, in playing my PC, all that knowledge. I have to ask the GM at every moment of play what I can see, what I remember, who I recognise, etc. That 's not immersive, unless I am playing an artificial space alien.
Like Micah said, your
character has incomplete knowledge. However, you are not your character. Even if you're the type of gamer who completely immerses yourself in your character, you don't have your character's memories or experiences. You don't. The only way you
could is if you were playing yourself in the actual, real world, in which case... that's kind of unusual.
So if you want your character to go to their favorite pub, you either have to make it up (potentially as part of their background, potentially on the spot) or let the GM make it up. This doesn't mean you're being railroaded! It just means that you are not your character.
Now for all I know, when you actually play the game you don't use all the methods you're advocating for in this thread. Maybe players get to deploy an intuitive knowledge of their friends, family, home, neighbours, neighbourhood, etc. Or maybe - like most D&D adventures ever - your play assumes that the PCs are strangers in the worlds they move through. I don't know.
Most D&D adventures that I've seen assume that the PCs are strangers
to that area, not to the world; the adventures very rarely take place in the PCs' home town.
Or more to the point, most D&D adventures that I've seen do
not assume that the
players have encyclopedic knowledge of the setting. And why should they? You don't have encyclopedic knowledge of your own real-world suburb (since there are people you don't recognize), let alone the entire world!
What I do know is that playing a game in the way that you are advocating is, in my experience, not at all immersive. The knowledge on which I make decisions is some austere, stripped-down version of the world, shorn of its value and meaning and presented typically in the terms of compass directions and Gygaxian architecture (in which, say, ceiling height is crucial but the beauty of the architraves never matters - unless a secret door stud is hidden there.)
This is dependent on two things: how good the GM is on describing the scenary (maybe you haven't had many GMs who are good at that),
and on how much the players are willing to sit there and listen to scenery porn (not every player has the patience for such a thing).