Engineering-wise, runtime environmental destruction is VERY intensive and would most likely involve a complete ground up rebuild of the entire building / prefab system that the game currently uses for laying out rooms. Keep in mind, there are a ton of systems interacting with level geo as well such as navmeshes (or other types of graphs), apartment furnishing and item placement, that would have to be rebaked runtime to account for destructible environments.
Mechanically, destructible environments are cool but they probably would not bring this specific game closer to it's core vision or themes. The core loop of the game revolves around creating emergent narratives through procedurally generated cases. I don't see how a destructible environment would further this core gameplay loop in a way that is mechanically or thematically relevant. It allows us to see damage, yes, but it doesn't provide further information to the player in regards to solving a case than another non-destructive solution for bomber killers would. An example would be achieving the same effect by leaving an apartment intact but overlaying "soot" or explosive residue decals on the environment that you could scan to solve a bomber case. Same effect, you'd still be able to get chemicals and that could be used to trace back to the explosive supplier without the high cost of dynamically updating and modifying the environment.
Another note, the developer has openly stated that the player is equipped with a non-lethal arsenal. It's safe to assume that they won't really have the tools to modify / destroy the environment in a way that is disruptive to the actual geometry, which would be the only major benefit that implementing destruction that I could see for the core gameplay loop. That being said, I do love the idea of blowing down someone's wall to get into their apartment (would be goofy but fun) but that isn't really in line with the hard boiled detective noir fantasy that Shadows seems to be leaning for.
It is for these reasons that I would cautious against implementing destructible environments at runtime or really at all. Very costly with very limited added gameplay value. Now bomber enemies on the other hand is a very different discussion, but I'll leave that for another time!
These are my own thoughts on it. Doesn't mean they are right or wrong, just how I feel.