I still stand by the idea that if it's design does not model something in the world, but instead represents an intangible for the purposes of driving a story plot or character development, it is to some degree a narrative mechanic.
FFG Star Wars managed to let Force-users and non-Force users well enough, as does Star Wars 5e (and by implication, a different 5e system like Level Up can and does do the same). No drama points required. Using such is always design choice, not a design requirement.
I chose 8, which can be anything from 5e with more subsystems and granularity (like Level Up), to something like full corebooks and supplements FFG Star Wars or a very detailed OSR system like Rolemaster or ACKS. I need complexity to get the mechanical modeling I prefer.
By whom? Again, agree to disagree. The rules tell you how to play the game, and how to model the different parts of the setting, including the PCs. IMO that's what you actually need to have a product I'll spend money on, so that's what important.