Cliché "it's all escapism in the end" line.
Most systems, even the ones with brutal, graphically descriptive combat use abstraction in various places. In most games, except some that are more for over the top, I'd say that you're finding the gaps once it comes to metal armor. OK, a thin thrusting blade might make it between a link of mail, but you also have to be using a pretty thin blade. Even nasty, insta-death criticals, are usually described in a way where your character bypassed the armor rather than broke it, cut through it, or something else.
That said, one of my favorite systems is HARP. Weapons come in five size categories, which have a critical modifier of -20 to +20, all of which have a critical cap (Tiny 80, Small 90, Medium 100, Large 110, Huge 120). This gives characters of any level a chance, however small, of offing someone much more powerful than they are with a good hit. On the other hand, it also can seem like modifying the same thing twice. I won't even get into weapons vs. armor "types", as then we'd be at thrice.
So, long answer short: yes, some do, and it's up to the group to decide if that increases or decreases their combat enjoyment.
A common question when I was in a theatrical combat troupe (about using dull blades) was "how do you get through their armor?" I eventually adopted the answer "I don't need to get through their armor, I need their armor to get through them." Of course the real reason for dulled blades was safety, and even a dull blade, swung well, can cut cleanly.