Rockstar has not said that every building in GTA VI can be entered. Official footage shows a substantial variety of interiors, but a visible room does not prove that every similar building is accessible during unrestricted play.

The more useful question is whether interiors are numerous, varied and connected naturally to the street. A smaller number of meaningful locations can add more value than thousands of repeated empty rooms.
Interiors visible in the footage
Revealed scenes include a convenience store, airport, nightclub, elevator, gym, motel spaces, homes and business environments. They range from small practical rooms to polished social spaces.
This variety indicates that indoor scenes are important to the story and world design. It does not provide an accessibility count or prove that each interior remains open outside its mission context.
Visible doors do not prove seamless entry
A scene can move through a doorway without revealing whether a loading transition, mission trigger or restricted state controls access. Edited footage is particularly poor evidence for seamless travel.

An unedited walk from street to room, followed by free movement back outside, would provide stronger evidence about how interiors connect to the world.
Why every building is not automatically better
Fully accessible buildings require layout, lighting, collision, navigation, pedestrian behavior and performance work. Repeating a small set of empty rooms could satisfy a numerical claim while making exploration less rewarding.
Specific interiors tied to local businesses, residents and activities are more likely to be memorable. Quality, placement and reactivity matter alongside quantity.
Current answer
Many detailed interiors are confirmed visually. Universal building access is not confirmed, and no reliable percentage has been published.
This page should be updated only when Rockstar explains the system or unedited gameplay demonstrates how access works across several districts.
Sources checked