I do believe that's an issue of the setting of the options offered. In DE you had to go the literal distance to get all facts on how to solve a problem, like going to the bar and finding a piece of information then moving to another area and so forth. DE:HR is narrower in that most sidequests intersect (obvious ploy to save space) and central missions are very linear in their design. You could blast your way in, sneak through a vent, or hack a door but all the time you are very aware that you're doing the same thing. As opposed to DE where the physical distance of each approach reinforced the illusion.
In short DE:HR, all multiple approaches where found in the same room or very close.
DE, they were more separate, developed and had more substance.