I see the value in more narrative and more simulationist rulesets. I definitely prefer the former because I like learning lots of different systems so spending an inordinate amount of time on one to learn details rules simulating physics isn't ideal. Though if you want tactical combat with meaningful decisions and builds, sometimes you need the complexity of something like Pathfinder 2e and I enjoy that.
I think the big one for me is that dice results should always create interesting, new fiction. Nothing is worse than when the PC attempts a check and fails then nothing happens. Its really the key aspects of "No, And" or "No, But." Or PbtA GM Moves on a Miss, which are my favorite option.