Honestly, I think this is better than stating strict rules, like SR4 did. Now a GM has more freedom on how to apply them. They can take it easy, or make it severe, both of which without a player crying foul game. As long as the GM is fair and makes sure the players realize why they're having a hard time, it's not that bad. If on the other hand a GM bombshells you with a contract on your head without the player ever being notified he was getting more pissed looks, that's a bad GM. Meanwhile, there's a clear way to get rid of Notoriety so the GM can't go "no, you're not getting rid of it now".
They give enough hints on how Notoriety can restrain you, while giving the GM a lot of freedom on how to do it. This means a player won't go "hey, he has 5 Notoriety, why do his contacts still talk with him, eh?", nor will they go "nono, just because we have 5 Notoriety doesn't mean you can restrict the jobs we get to more brutal ones". This is not something where the player can go "wait a sec, the rules are different here!", the GM has freedom. That's not lazy, that's protecting the GM from rulelawyers.