I don't think either 3e or 4e is particularly good at the things you're saying they're good at. What is 3e trying to Sim, after all? And a game where there's so much argument about what hit points are which uses them so heavily in combat resolution seems to have some problem with process.
I'm not sure that there's as much of an argument about HP
within the Sim camp. Really, though, even
that is tangential as long as they can be treated consistently. A hardcore Sim player running a 3.X game will have a codified definition of what HP represent, and can describe the OneTrueNarrative that goes along with gaining or losing HP. It might be
vague, but it won't be
abstract. (Or, at least, it will be much
less abstract than a lot of what you hear on these boards.)
Process Sim advocates are good at deriving game mechanics directly from narrative information, in a one-for-one correlation,
if the system allows for it.
And 4e doesn't have that much in the way of narrative mechanics; 5e inarguably has more. Both seem far more inclined to a Gamist agenda than anything else.
I would argue that point. And it's not a matter of Narrative mechanics, as an
absolute; it's a matter of Narrative mechanics
in the hands of the players. Some 4E powers work
because the players are empowered to make them work, and if there's an argument to that point, I haven't heard it. And the 4E design philosophy was that, unless I have forgotten, everything is core - the DM was not heavily encouraged to change things.
By contrast, 5E has a couple of optional rules which grant Narrative control to the players, but they're
only ever optional. Don't forget that Feats, as a whole, are entirely optional; and even if feats are allowed, individual feats can also be disallowed. The DM is encouraged to do so, in an effort to customize the world and the gameplay experience. And Inspiration is only ever awarded by the DM, so it can only ever be
used in a manner approved by the DM.