As I remember it, there were two: deadly exploration (wilderness or dungeon), and storytelling.
There were several others... even in D&D... there was a lot of that deadly exploration.
There were a handful of social-focused adventures for D&D (vs AD&D).
There were the sneak-n-peek type play mode folks, for whom combat was a "we failed to sneak"... All thief parties were not unheard of.
When we look outside D&D:
Traveller had social focused, combat focused, trade focused, and mystery focused adventures. So did
Space Opera and
Other Suns. (1977, 1980, and 1983, respectively)
Dallas (1980) had nothing but social focus - and essentially scene/major-problem resolution. It didn't sell well, but that probably has a lot to do with what most gamers felt was being "incomplete" - lacking rules for any kind of physical harm - as much as being a licensed game for a primetime weekly soap opera...
James Bond 007,
MSPE,
Top Secret, and
Danger International all had that mixed focus of the superspy genre... Bond was '83, MSPE 83, TS 1980, and DI 1985.
The 80's were not lacking diverse intended playstyles, it was merely lacking good explanation and, often, decent support for anything other than combat, and in Sci-Fi, merchantile trade.
Many games failed to adequately describe the intent, too.
And many failed to look for anything past press-your-luck dungeon penetration wargaming... Half the time, that was my desired playstyle in the 80's. Easy and Accessible.