Apologies, [MENTION=85555]Bedrockgames[/MENTION], I should have added like, ten or twelve more smiley faces to the GURPS comment. It didn't come off nearly as lighthearted in writing as it sounded in my head.
Mostly I was just tweaking a far,far,far extreme subset of the gaming populace who really does think "realistic realism" is the absolute, uttermost virtue of any game system. Part of the humor was my unspoken assumption that there's a near-zero chance that any of those kinds of players would be present on this forum, because most players who are like that do seem to A) gravitate to GURPS, and B) generally would not deign to give so much as the barest hint that any other system could possess any merit whatsoever.
But the "point-behind-the-point" in my lightheartedness was to say that I think most of us on these boards recognize that "realism" in TTRPG play (however we define/view it) is absolutely a valid component for play consideration. I don't think anyone who looks for consistency, verisimilitude, coherence, immersion, "living world" sensibilities, etc., would ever argue that these things do not have a fundamental place in the enjoyment of our play. I'm certainly not arguing that.
One of the reasons I'm drawn to Savage Worlds is that its abstractions/shorthand for doing discrete task resolution have a very clear sense of how to plug in the results into the type of game world it assumes. Savage Worlds by default operates fantastically well at the "John McClain/Die Hard/James Bond" level of "world consistency," and I think this is one of its major strengths. Much of Savage Worlds' perceived elegance lies in the ability of players, within just a few hours of play, to get a strong sense for how the assumed "game world physics" reacts to what they do. By clearly communicating this to the players, it frees them to be creative within the boundaries of the system's assumed limits.