Take-Two Interactive is often represented at the Cowen and Company 45th Annual Technology, Media & Telecom Conference and this year was no different. CEO Strauss Zelnick attended to discuss the importance of microtransactions in GTA Online and their other games, as well as VR and the Nintendo Switch.

Microtransactions were the focus of Zelnick's presentation and he not only discussed their future use by Take-Two, but also addressed some of the criticisms levied against the practice by fans and customers.
GTA Online's microtransaction model has been constantly debated for several years now, and in spite of a chunk of the community understanding that it is actually the most consumer-friendly among the options, there is still a vocal group which speaks out against microtransactions.
Zelnick paints a picture similar to what we've said ourselves several times. The entirely optional microtransactions live in symbiosis with the constant free DLC updates that GTA Online has been getting ever since it went live.
As a business, it is not in Take-Two's interest to give away free content, content that costs them money to make, with no prospect of profit. And not forcing players to buy said content but rather offering an optional way to acquire the content faster is far more beneficial to the players than most other models used in the industry.
You can't give stuff away for free in perpetuity; there's no business model in that. But we're not trying to optimise the monetisation of everything we do to the nth degree. My concern is, if you do that, the consumer knows. They might not even know that they know, but they feel it.
Looking at a number of other games, both multiplayer and singleplayer, many that offer additional content next to the game itself use systems which are far less friendly and fair towards the customer. Blind loot-boxes, where the player doesn't even know whether the item they get is useful, are becoming increasingly common. Paid DLC packs which divide communities and penalize those who won't buy-in are also standard, as are freemium environments where making any meaningful progress in the game is handicapped for non-paying players.