People will come back and say "well it's realistic to have a strip club" but I'm sorry, there's nothing realistic about a video game like Hitman. It's a constructed fantasy, a fantasy which draws upon elements from the real world to try and give its fantasy world weight and relevance but it is at its core a fantasy. No person in the world can hide behind a desk and see what's happening on the other side without popping their head up. No person in the world can take the sort of punishment they get away with. It's purely a fantasy world.
The funniest comment I've heard in months was on the Escapist where an individual responded to me and said that Call of Duty Modern Warfare was a realistic game. There's nothing realistic about that game or any of these other military shooters. From hitscan guns to regenerating health to over the top situations that make James Bond look like mister bean.
Realistic games are simulation games. 99% of gamers likely don't play simulation games because they're not that fun. They're for a niche audience.
Note, "realism" can mean different things for different people. For a simmer like me, it's accurate, by the numbers, representation of how the real thing operates. Few people actually look for that sort of things, those that do are usually the most "hardcore" gamers you can find (due to the fact sims, like things they simulate, often require a lot of dedication to learn and even more to master), and are a completely different demographic than usually imagined. Ironically, those very gamers often advocate having women portrayed realistically.

Why? Because it's realistic, duh. See the reactions on BI forums upon finding no women in the latest ArmA at all. Some did indeed call BI out on sexism (the actual reason for their omission is likely technical. It's a lot of work to implement a new body type with AIII's loadout system, as discovered by one girl currently attempting to do just that in a mod).
But this is a small group. What I call "realism" most people call "rivet counting".

Thinking of "realism", they're thinking of the game's self-consistency. For example, if the game establishes you can kill people, then introduces a character that is unkillable (with no good in-story reason for that), then it breaks self-consistency and "reminds you" you're in a game. If the world, no matter how fantastic, is self-consistent, then it can be immersed in. Notice that we want the same from books and movies. No fantasy universe can get away with breaking it's own rules, unless it's explicitly addressed. Ideally, any question you can ask can be answered in universe. If there's no in-universe reason, forcing you to answer "game mechanics", then the immersion breaks, unless it's a mechanic so ingrained in our minds we don't mind it (and even then, different people have different tolerances). Note that it's not dissimilar to a book or a movie. If you came across a (serious) book in which someone swings a sword at a stripper and it goes right through without harming her, would that "work"? No, it'd likely plunge the book right into farce/parody (unless, of course, the sword swinger realizes something is
very wrong and reacts accordingly).
This is what realism means to most. The setting has to make sense
within itself. If a district is seedy, you can expect a strip club. The strip club will likely hire human strippers. Being human, those strippers could die. You're free to make up a seedy district without strip clubs (say, they're illegal in the setting), with inhuman strippers (say, alien) or even ones that can't be interacted with (say, holographic), but it has to
make sense. The closer your setting gets to reality, the more constrained you are. Hitman won't have holograms, and it'd be unlikely they'd have banned strip clubs by that time. So you're out of luck. The more "free-roaming" the game, the more of such things they should have, or else you risk breaking immersion. A lineal FPS set in WWII might have you not come across any woman at all, and that's fine. In some adventure games, you don't come across any humans at all. An open game set in more-or-less modern world, like GTA, on the other hand, has to have various female characters, in different professions (including the oldest one), because there would be something "amiss" if it ignored the fact they exist IRL.
In books and films, you're free to ignore certain aspects of human life, society, etc. as unimportant to the plot and thus not worth mentioning. It's implied to be there, but not mentioned because it's obvious and/or not needed right now. For lineal games, you can usually do the same. In a free-roaming game, on the other hand, the game devs stop being the sole authors of the story. The author just creates an universe in which the player creates his/her own story. This is my take on it. The author's duty in such case is to give the player a consistent, working universe. In an open world, the player is entirely responsible for his/her character's actions. On the other hand, the universe should punish acts that should, logically, be punished by it's laws. If you can murder everyone within a strip club and get away with it unbothered, it's an even bigger immersion breaker than having unkillable strippers.